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


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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


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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


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War for the Overworld - Noontide


Darkest greetings Underlord,

There has been much speculation over the last year regarding what Brightrock Games title will next grace your PC gaming device. Knowing our passion for 90s and 00s classics you may have supposed such games as “Themed Hospital Manager”, “Dark Grey & Light Grey” or even “Populist: The Start”, which would all be natural stepping stones for Brightrock in the future.

Fortunately today the speculation will end! In pursuit of our mission to create “genre-twisting simulation games” we’ve pondered the question, “What can we make that will truly reinvigorate this ailing genre?” While watching a stray dog urinate on a lamp post, the answer came to us like a bolt of lightning! So without further ado we’re pleased to announce:

Skargz – A Virtual Dungeon Pet Management Simulation Game



About Skargz

Skargz is a truly genre-busting game inspired by the virtual desktop pet games from the 90s. We’re confident there’s nothing out there quite like it – riding on a wave of nostalgia while also redefining what it means to be a virtual pet. We’re sure we’re not exaggerating when we say this is a new frontier for the VDPMSG genre!

Upon installing the game from your CD-ROM drive you’ll immediately find a newly laid Skarg egg on your desktop. Then the fun begins:

Adopt – An adult Skarg might be able to dice a Highguard at fifty yards, but junior’s gonna need a little hand being born: slap the egg 1,000 times to help him break free!

Nurture – Treat your newborn Skarg well and he will soon grow up to be a truly adorable killing machine. When he’s done devouring your Recycle Bin, be sure to sate him with plenty of Micropiglets, lest he eat your Start button next.

          CTRL+Z won’t undo that

Play – Skargz also enjoy hunting their prey, even in the digital domain! On spying your mouse pointer your Skarg will proceed to chase it around the screen, thus serving as an effective screensaver.

Explore – To your Skarg your computer is like a whole new dungeon full of winding passages. On his quest to find the hallowed underworld known as your hard disk, he will undoubtedly corrupt your essential system files.

Mutual-compatibility – Your Skarg isn’t just for this new game – he’s completely compatible with War for the Overworld as well! Export him back to WFTO with the exclusive “Skarg Advisor” DLC; he’ll boot Mendechaus back to the Aether and take a prominent position on your user interface, offering helpful tips and tricks.


          Just call me Clickety!

We know that for many of you this game will bring back memories of a simpler, happier time; but the nostalgia doesn’t stop there! As you may have surmised from our screenshots, Skargz is 100% compatible with Windows 95 and Windows 98, so you can authentically relive your childhood! In fact, the game is only compatible with those operating systems.

To ensure cross-compatibility we had to make War for the Overworld run on these operating systems as well. This has been a staggering technical achievement on behalf of our programmers, with the only discernible side effect being that War for the Overworld is no longer compatible with Windows 7, 8 or 10, Mac OS X, or Linux. But we’re sure having a Skarg advisor will more than make up for any niggling disappointments.

Speaking of War for the Overworld, the My Pet Dungeon DLC is releasing on Monday! Be sure to mark the date in your calendar and check out our preview posts for the upcoming release.

Skargz can be yours from April 2nd, 2017, all for the low low price of £59.99! Further microtransactions are also available to truly customise your experience. Want a new top hat for your Skarg? A muzzle? The Skargz Shop has all that and then some!

Of course you’re eager to know whether or not your rig will run this behemoth game. Here are the all-important recommended system requirements:

  • Pentium 75 processor
  • Windows 95
  • 40 MB free hard drive space
  • 16 MB RAM
  • CD-ROM
  • Monitor
  • 16 Bit Sound Blaster or compatible sound card
  • 256 colors video card

Cheers,
– Brightrock Games Team


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War for the Overworld - Noontide


Darkest greetings Underlord,

The second anniversary of War for the Overworld, and subsequent release of My Pet Dungeon and Patch 1.6, are just around the corner! You’ve seen the major features revealed over the previous three posts; but we’ve still got one more reveal to go!

So without further ado we’d like to introduce: God Mode.

https://youtu.be/3Lw26La5U4w

Omnipotence at Your Fingertips

God Mode is a feature of My Pet Dungeon that you’ll unlock after completing the entire 8-level campaign. Upon doing so you’ll find a new section of the lobby has opened up, allowing you to enable and disable God Mode, as well as apply your own mutators.

But what is this God Mode? Simply put, by enabling God Mode you’re giving yourself the power to modify the terrain and spawn any unit from thin air - in real time. Think of it like using the Map Editor whilst playing the game, giving you the power to alter the level with the frivolity of a god!


          INFINITE POWER!

It’s as simple as that really. As part of getting the game ready for this mode we’ve also made a small improvement to the Map Editor user interface, allowing you to place units of a set level via a new ticker.


      This is the horror that awaits upon spawning 648 Democorns

God Mode is extremely powerful and will let you shape your Pet Dungeons in any way that you desire. We’re also adding it as a mutator for Skirmish and Sandbox modes - you have been warned, so don’t come crying to us when your game explodes under such power!!

That succinct update brings our previews to a close, Underlord. We look forward to seeing you on Monday when My Pet Dungeon and Patch 1.6 release. Stay evil.

Cheers,

– Brightrock Games Team


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War for the Overworld - Noontide


Darkest greetings Underlord,

Last week we introduced you to the new My Pet Dungeon mode and gave you a sneak peek at the new Possession improvements coming in Patch 1.6. But today we have the coolest update of all: the brand-new snowy terrain theme, plus water!

https://youtu.be/BA0q3qwQ5Eo

Snow Place Like Home

My Pet Dungeon takes place in the astral planes of the Aether – so far from the stars in fact that things can get pretty chilly. So it’s no surprise to find terrain like this:


            What is this, Christmas?

In My Pet Dungeon you’ll enter a number of realms constructed from these frozen passages. The snow may deter some beings, but not the cold, icy heart of an Underlord, eh?

We should stress that this terrain theme simply alters the look of the existing terrain types, rather than bringing new mechanics into the fold. Still, it looks delectable doesn’t it?



You’ll find the snow theme in various My Pet Dungeon maps; and rest assured that in the next major update following 1.6 you’ll be able to hear the crunch of snowy footfalls in your own creations!

Water, Water, Everywhere!

Back in Kairos there’s urgent terrain news too! See, that dimwitted excuse for an Empire has for decades now been spoiling the water sources with their disgusting habits, such as going to the toilet. This naturally drips down into the Underworld, which is why you’re no doubt familiar with the green-goop excuse for water in your dungeons. An Underlord may be ungodly, but that doesn’t mean they should live in a sewer!

So you’ll be glad to hear that in the wake of your ongoing purge of the Empire, the water sources have started to clean up.


          Not a turd in sight! Until the Chunders wade in…

With the blockages now removed the water is also flowing more freely – behold the majestic waterfalls now plummeting into the Underworld!


            Brings a tear to the eye, doesn’t it?

When loading the game in Patch 1.6 you’ll find all the water replaced with the fresh good stuff! Even more importantly you’ll be able to beautify your own creations by placing waterfalls and water chasms via the Map Editor.

That’s about all we have for you today Underlord. Check back on Friday for our final My Pet Dungeon preview, with a feature that will truly put the power at your fingertips!

Cheers,

– Brightrock Games Team



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War for the Overworld - Noontide


Darkest greetings Underlord,

Imagine you could dive into the mind of anyone you know – what would you see through their eyes? Would the world be different? Could you walk a mile in their shoes? Now you can answer these questions and more via the vastly-improved Possession spell! Assume the identity of one of your minions and see the world in a whole new way. Literally.

https://www.youtube.com/watch?v=bfwWOG2DQ9k

Possession Update

Possession is a really cool feature very much unique to this genre, and one that we’ve always wanted to do much more with. The scope for the feature is incredible, and there are many ways we could explore the mechanics behind it.

Sadly for the longest time this feature has gone neglected, barely seeing changes since release except some minor improvements all the way back in Patch 1.1. But in Patch 1.6 we’re revisiting it, and breathing some new immersive life into this unique first-person view.

            Angry Augres see the world in red.

Unfortunately we’re not going to be able to take it all the way into a huge game changer, but we’re definitely making some significant improvements.

Unbelievable Sights, Indescribable Feelings

One of the Possession features most heavily requested by our valued community is a much more immersive experience – they want to truly feel like they’re seeing the world through the eyes of their minions, and what unique twists that would put on their perceptions.

Well we’re not one to duck away from a challenge! We’ve spent weeks meticulously reviewing and redesigning each creature’s vision – you can see the results for yourself:

      Crackpot vision is quite the experience – comparable only to ingesting Whaleshrooms

This has been a really fun experience for us. We love the way these new effects breathe much more personality into the creatures; whether that be the frosted-over vision of the Frost Weaver, the insectoid perceptions of the Skarg, the scent-enhanced Bafu, or just the helmeted Juggernaut, these simple tricks have really brought Possession to life! (And you thought VR was nauseating.)


        Insect-o-vision courtesy of your friendly neighbourhood Skarg

Beyond the Eyes – User Experience Improvements
There’s more than just fancy new vision though – we’ve also made improvements to the Possession experience, mostly focussed on providing better feedback in response to your actions.

For example, upon making an attack you’ll see additional feedback on the action, as well as witnessing a satisfying flash upon landing a blow on your adversary. Similarly, performing a heal on an ally will also deliver a flash to show that your spell has hit home.

            Flashing has never been so much fun

We’ve also overhauled the balance of the spell itself, so if you’ve ever wanted to be the general leading from the front then look no further! Possession now provides a buff to the creature you’re controlling, increasing damage dealt and reducing damage taken, whilst also granting bonus experience.

Choose your Door

We’re also giving the much overlooked Possession Door a quick makeover with some swanky new textures as well as a couple of new features.


    You shall not pass! Unless you’re an ethereal consciousness possessing a lesser being

For those of you who don’t know the Possession Door is a special door placeable in the Map Editor which only allows possessed units to pass. This lets the map creator develop special Possession-only areas.

In addition to that function the Possession Door can now lock a player into Possession until they die or pass through another Possession Door, further enhancing the door’s use as a special gameplay modifier.

Even more exciting is the ability for these doors to now denote an area that cannot be seen from RTS Mode, meaning the only way to see what lies beyond is to jump down the rabbit hole yourself. We’re going to be using these new features to great effect in My Pet Dungeon and we expect map makers to find some creative uses for them as well.


          What’ve they got in there, the Chunder King?

That about covers our second preview, but there’s still more to come! Drop by on Tuesday to get your next whiff of appetising content, coming as part of Patch 1.6 and the My Pet Dungeon DLC!

Cheers!
– Brightrock Games Team


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War for the Overworld - Noontide


Darkest greetings Underlord,

The drums of war are beating in the distance, something stirs in the darkness and the realm of Kairos knows not what approaches from the swirling mass of the Aether. But before the grandest of schemes can be realised there is time for reflection, for a brief escape from the machinations of the mad god.

In this moment of calm there is no better time to engage in an Underlord’s most favoured activities - building dungeons and toying with mortals, friend and foe alike! To that end we’d like to introduce My Pet Dungeon!

https://youtu.be/8CtGFQQ5LU4


New Game Mode DLC: My Pet Dungeon

Alongside Patch 1.6 we’ll be releasing a new paid DLC by the name of My Pet Dungeon, something diehard Dungeon Management fans will no doubt recognise and one of the things that has long been requested by our community.

Like the Crucible this DLC will include an all-new game mode, but this time focussed on building and exploring in an enhanced sandbox format. Think something similar to the Home Realm but on steroids and with a whole new batch of toys to play with!


        We know you’ve always wanted your own petting zoo

We’re designing an all-new 8-mission sandbox campaign where each level encourages you to build and explore to your Core’s content, at a more relaxed pace than seen in other modes. Your goal will be to simply score a number of points through building and managing your dungeon, slaying enemies and completing various bonus objectives, to progress to the next level.

Here’s a nearly-complete rundown of all the features. We’ve excluded one or two though - we have to keep something for the coming weeks!

  • New My Pet Dungeon Campaign - 8 Levels geared towards exploration, construction and discovery

    • Unique Scoring System - Build your dungeon and earn points to progress to the next level
    • Bonus Objectives - Each level features bonus objectives which award extra points in return for completing tasks, such as levelling up your units
    • Room Unlock System - Rooms in these levels unlock sequentially, freeing your research up for other Aspects and pacing your exploration and expansion
    • Toybox - A special room that appears only in My Pet Dungeon levels and allows you to pick up and drop enemy units directly into your dungeon
    • Wave Spawning - Spawn waves of enemy units at a combat Level of your choosing via new controls, to test out your creations
    • Three Unlockable Themes - Three classic Empire Dungeon Themes finally unlockable
    • Two Unannounced Features - Check back Next Tuesday & Friday for more!


Most importantly: although this is paid DLC we’re aiming for a very competitive price point the same as the Heart of Gold expansion (£5.59, $7.99, €7.99). What’s more, we’ll be giving away the first two levels entirely for free so you can try before you buy, as a continuing thank you to all our fans.

Now that the big announcement is out of the way we’d like to take a moment to discuss our direction with this next major update to WFTO.

The Philosophy of My Pet Dungeon & Patch 1.6

When we announced changes to our original plans for Patch 1.6 we were expecting some backlash, since the second expansion and the Skirmish AI update were now coming later in 2017 or even early 2018. We were pleasantly surprised and emboldened by your response with many of you saying you’re happy to see even more going into the game than originally planned.

The success of Patch 1.5 and Crucible has given us an opportunity to work on some things that both we and many of our fans have always wanted to see in the game, but that we didn’t have the time to develop before.

My Pet Dungeon is a mode that has been requested by the community since the earliest days of WFTO’s development, being a much loved feature in one of our biggest inspirations: Dungeon Keeper 2. We felt that with the extra time available to us we now had the perfect opportunity to slot this in. We’re intending it to be a mode where the player can kick back and relax - after all Crucible was quite intense, and with the AI update we expect Expansion 2 will also be pretty hectic. Think of this as the calm before the storm.



With that said My Pet Dungeon is certainly not being developed in isolation. There’s a veritable horde of extra features, optimisations and improvements that permeate the foundations of Patch 1.6, which again we would have otherwise never had the opportunity to do.

Moreover all the work we’re putting in will help ensure that the final update and expansion, now known as Patch 2.0, will be the most complete experience of WFTO possible.

New Terrain: Obsidian

Obsidian is a new kind of terrain coming in Patch 1.6, which looks strikingly like Impenetrable Rock. In truth it is extremely hard volcanic rock which can only be destroyed by detonating nearby Brimstone. This means we can use it to create one-way passages, since the player can only approach the Obsidian from the Brimstone side - we’ll be making full use of this in My Pet Dungeon.

Obsidian will also be placeable via the Map Editor, so you can enrich your own creations!


        More obstinate than Brimstone? That’s Obsidian!

We look forward to sharing more on Patch 1.6 with you over the next two weeks before its release on the 3rd of April! And we can’t wait to start sharing the really exciting things that are coming after that. But too much of a good thing, Underlord!

Check back on Thursday for the next preview!



Cheers!
– Brightrock Games Team


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Community Announcements - Noontide

Darkest greetings Underlord,

The eternal work continues unabated within the foundries at Brightrock Games! The hammering of steel and the sound of arcane machines can be heard beyond the doors as our Augres and Cultists mould the shape of things to come.

Speaking of which, in addition to unleashing Patch 1.5.2 on you today we’re also announcing a change to our previously revealed plans for War for the Overworld. So pull up a pew and let’s delve into the changes both present and future!

The Future of WFTO

In November, slightly before the release of Patch 1.5, we announced our plans for the endgame of WFTO. We also gave you a timeline for our final expansion, as well as the next and final major patch.

As we’ve often said in the past the nature of videogame development is fluid - circumstances change and so inevitably plans change. We’re happy to say that, thanks in part to the success of Patch 1.5 and the Crucible, we’re looking to develop more content over 2017 than originally intended.

This changes our original timeline in the following ways:

  • New content will be introduced throughout the year, including an all-new oft-requested game mode in the first half of the year
  • The next expansion is no longer releasing in Q1-Q2 but much later in the year, or even early next year - overall quality will be higher
  • The Skirmish AI update will now release before the next expansion

Much more content overall will be produced for WFTO than originally intended; we’re working on a few features we always wanted to do but couldn’t fit in before. Unfortunately we’re not quite ready to share all the details with you yet - as always we want to ensure we’re confident in all the new features before we start building hopes. But we will certainly be sharing more news with you in the coming months.

Upcoming Crucible Leaderboard Reset

Since the Crucible launched we’ve seen a number of you asking if we plan to reset the leaderboards in the event that exploits are discovered, or clear cheating is occurring on the board. This is an issue we’ve been considering for some time and not one with an easy answer.

For the most part we’re happy with a number of strategies that are seeing use in Crucible mode and we’re pleased to witness some neglected Aspects supporting these strategies. In a few cases we’ve seen some clever use of game mechanics that even we did not expect and we’re usually happy to let these continue.

However in some cases there are times where an Aspect can be used to completely break the mode, such as the “Prison and Arena” exploit fixed in this patch. These are issues we want to address as soon as possible to help maintain the balance and intended play of the Crucible.

We have decided not to reset the leaderboard for this patch as we don’t wish to have legitimate scores removed due to a small number of exploitative scores. However we are planning a leaderboard reset in the future, namely with Patch 1.6. This patch is likely to see some major balance changes that will ultimately change how the game is played and how effective some strategies are. To maintain a fair playing field on the leaderboard we plan to reset it at this time due to the scope of the incoming changes. We may also reset the leaderboard to coincide with other major patches with balance changes.


Patch 1.5.2 Release Notes

Gameplay Changes

Potions

Quick Freeze
  • Now creates a patch of frost when it expires, preventing further Quick Freeze potions from being used in that area for a short time

Level Changes

War for the Overworld

Level 3

  • Improved the robustness of several scripts in this level to prevent players from becoming stuck at certain objectives, specifically placing the first Blade Lotus

Heart of Gold

Level 4

  • Small improvements to the ending sequence, making it easier to trigger the final cutscene

UI Changes

  • Players will now be informed if their Steam Cloud storage is full when attempting to save games or maps - in the event that Steam Cloud storage is full the process will complete locally

Map Editor Changes

  • Added an edit button to the Finished maps menu which will open the selected map in the editor

Crucible Changes

  • Improvements to the Earthquake feature’s detection of path blocking via Prison and Arena tiles, which should address a serious exploit

AI Improvements

  • Fixed a rare case where units would endlessly run into a closed enemy door without attacking it
  • Made a number of improvements to Worker AI to prevent them looping in and out of combat if they have no specific tasks to perform
  • Cultists are now able to attack doors
  • Threat map now immediately updates when a defence is built and takes into account the DPS of a defence

Visual Improvements

  • Performed a pass on and added new VFX for a number of Survival units

Miscellaneous Changes

  • Improvements to corrupt save handling so that the loading process fails more gracefully, preventing an issue where it would be impossible to load other levels after attempting to load a corrupted save file

Bug Fixes

Units

  • The Duke and Sir Roussimoff should now correctly receive their wages
  • Necromancers will no longer try to raise Ghouls from destroyed Empire gateways, preventing an endless loop of abject failure
  • Possessed Matriarchs can now move as intended after using their Crusade ability

Map Editor

  • Crucible maps can no longer be imported as they are not supported by the Map Editor
  • Fixed an issue where importing a map and reducing the number of factions on it would cause issues at publishing
  • Fixed an issue where the Artefact of Sin was not placeable in the Map Editor

Levels

  • Fixed an issue where pre-placed props on Level 12 were rotated 90 degrees into the ground
  • The vault door in Heart of Gold Level 4 can no longer be destroyed by normal units
  • Fixed an issue in Level 10 where revealing the Inhibitor on the west side of the map could cause all units on the west side to engage your forces immediately
  • Fixed a long-standing issue in Level 5 where some units could be assigned an Empire patrol path which would appear on their tooltips as “activity: other”

UI

  • Fixed a localisation error where the Spanish and Polish translations for community translation advice were switched
  • Minor text corrections for some Possession ability tooltips
  • Changing the visibility state of unit shields via the hotkey will now correctly reflect the state change in the menu
  • Increased the height of the unit shields for Wooden Doors and Portcullises for increased visibility

Visual

  • Fixed a long-standing visual issue where some tile tops would have visible seams between tiles
  • Artefacts will no longer show a box highlighted beneath them when hovered with the Hand of Evil
  • Fixed an issue with the walk animation of the Duke
  • Fixed the highlighting issues with the Kasita theme Dungeon Core
  • Fixed an issue where the Fog of War could become incorrectly revealed on specific maps
  • Fixed an issue with the torture corruption VFX that caused it too look incredibly garish
  • Small corrections to the Arcane Chunder Nova ability animation and VFX

Multiplayer

  • Map names will correctly update for clients searching for a game in the lobby if the map is changed by the host after the client started searching for a game
  • Fixed an issue where clients could not load a multiplayer game immediately after playing a Crucible match
  • Multiplayer lobbies will once again correctly close if the host disconnects
    Closing a slot that contains a hard AI will now correctly be reflected on clients’ screens


That’s all for now Underlord - keep your eyes peeled for more announcements in the coming months!

Cheers!
– Brightrock Games Team


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Community Announcements - Noontide


Darkest greetings Underlord,

As we step out of the darkest times that will forever be remembered as the year 2016 we look forward to the bright future that is 2017. We’re already hard at work on our new year’s resolutions to bring you even more quality content for War for the Overworld and hopefully to make great strides on our next title.

We’re pleased to say that the release of Patch 1.5 and the Crucible DLC has gone down incredibly well and we’re looking forward to what your response will be to the exciting new content we have planned! We can’t share any details yet but as soon as we can we’ll be posting up a storm, so keep your eyes peeled.

DRM-Free Build Update coming soon and GOG

What we can share however is that we have just unleashed Patch 1.5.1, and with it we’re finally updating the DRM-Free build to include all the wonderful content that we’ve added since Heart of Gold (with the same usual restrictions). You'll be able to get your grubby mitts on it next week!

Even the Crucible is stopping by, so if you can’t stand those pesky DRM services at the very least you’ll be getting some mass slaughter in Mendechaus’ terrifying Crucible challenge.

We also have some cautiously good news for those interested in a GOG release. We’ve been talking with the chaps over at GOG.com and we’re hoping to potentially release a “complete” edition after all upcoming features are done. More on that as it develops.


Patch 1.5.1 Release Notes

Anyway, we’re sure you’re eager to hear what’s changed in Patch 1.5.1. Feature-wise we’re a little light on the ground but that’s because we’re hard at work on much bigger things for WFTO. We’re sure you’ll certainly appreciate all the fixes and minor changes we’ve made though!

Gameplay Changes

Units
    Workers
    • Can now collect items from unclaimed ground

Environment
    Artefact of Sin
    • Now grants the user 1 Sin (down from 3)
    Artefact of Greater Sin (New)
    • Grants the user 3 Sins

Community Translation
  • Added a number of missing translation keys including map names and descriptions for Skirmish and Sandbox modes

Map Editor
  • Disabled “quadrant pivot” mirror tools on non-square maps as they do not work

Crucible
  • Gateways are now numbered in a more intuitive manner

Mutators
  • Mutator mode in the lobby is now coloured based on its state:
    • Mode Default - White
    • Map Default - Yellow
    • Custom - Orange

    Veins of Evil
    • Unavailable Aspects now grant access to the next tier of Aspects as if they had been researched, to prevent players becoming trapped in the Veins

UI
  • Increased text size in some areas of the UI such as the debrief screen and Achievements menu
  • Added a message when changing maps with custom mutators, warning that they won’t carry over to the new map unless saved as a preset

Bug Fixes

Crashes
  • Fixed a crash that could occur when loading a custom map
  • Fixed a number of exceptions that could lead to very rare crashes

Units
  • Dwarven Arcanists no longer punch books to learn their secrets (but Arcane Chunders still learn via cranial impact)
  • Fixed an issue where the Kasita and Silver Kasita Workers had incorrect Possession camera positions
  • The Democorn now has fancy ability icons as intended
  • Extremely powerful units such as Titans will no longer live even after their owner has died

Defences
  • Blueprints for Midas Doors will correctly take damage rather than draining your gold reserves
  • Blueprints for Glacial Doors will no longer create Permafrost blocks upon receiving their first construction part
  • It is no longer possible to attack blueprints with no parts by rallying units on top of them

Rooms
  • Fixed a collision issue in the Slaughterpen that would cause Workers to get stuck

Environment
  • Workers will no longer bring an infinite number of Artefacts to Research Shrines under certain conditions
  • Improved the selection box for loose gold and gold stored in the Vault

Crucible
  • Fixed an issue where the “Goldstone under attack” alert could play before the first wave starts
  • Large versions of units will now be tortured at the correct height on the Torture Rack
  • Fixed an issue where the wave’s survived on the final scoreboard would not match the in-game value (this did not affect the leaderboard)
  • Achievements will now show as earned immediately on the debrief screen if they have recently been earned

Map Editor
  • Corrected an issue where importing a map and increasing the number of factions would cause all faction-owned objects to be deleted
  • Claimed tiles of the same faction can now once again replace room tiles
  • Fixed an issue where changing the owner of a Titan in the Map Editor context menu would cause the original owner’s Titans to be locked in the
  • Veins of Evil upon game start
  • Fixed an issue where holding the Escape key on the Public menu would cause the menu to exit and the game to appear frozen
  • Baby Democorns will no longer die over time in the Map Editor

Levels
  • Fixed an issue on Level 5 of the WFTO Campaign where saving and loading before converting Rhaskos’ Core would cause the Sanctuary reveal cutscene to trigger without revealing the Sanctuary
  • Fixed an issue in Level 3 of Heart of Gold whereby continuously clicking the forge at 1,000,000 gold before you are told to would cause an infinite number of Colossi to spawn, rendering the level incompletable
  • WFTO Level 7 should now complete under all circumstances
    Fixed an issue where the Dungeon Core was damaged from the start of some Campaign levels
  • Several improvements to Underlord voice lines in Level 12
  • Fixed the Artefacts of Sin in Campaign mode to ensure they grant only one Sin
  • Fixed an issue in the Home Realm where gold piles would spontaneously appear at the Empire gateway
  • Fixed the “This is my time” voice line from Rhaskos in Level 7 being played at the wrong time. Get it right Rhaskos!

UI
  • Fixed an issue where loading a game could cause the creature UI to disappear at certain UI scaling options
  • The “My Score” tab on the Crucible leaderboard can now correctly display rankings higher than the player’s
  • The “Replay” button on the narration window on the summary screen now reads as “Repeat Narration” for the sake of clarity
  • Objectives are now correctly visible in non-campaign modes
  • Fixed a number of areas where text would overlap in certain languages
  • Fixed an issue where selection would not complete if the cursor moved over the UI
  • Fixed an issue with the debrief screen scrollbars which would appear in some languages

Visual
  • Fixed a bug where the placement colour for rooms could remain on the floor after releasing the mouse when the player does not have enough gold
  • Fixed an issue where highlighting Blood tiles would cause them to permanently change colour
  • Silver Kasita Theme now uses the correct ceiling
  • Fixed a small visual fault with the Spirit Chamber podium
  • Parts of the Perception Shrine should no longer be visible through the Fog of War
  • Corrected the ceiling height for Lava Chasms
  • Research VFX should correctly play on pre-placed Archive lecterns
  • Fixed some visual artefacts which would occur when Mandalf was on screen
  • Fixed a number of issues where tiles would appear incorrectly rotated in some pre-placed rooms

Multiplayer
  • Fixed an issue where units could spontaneously start “dancing” at a player’s Core
  • Made some improvements to try and ensure the client always receives a map debrief screen when the host leaves
  • Improvements to downloading maps on the client

Audio
  • Corrected some errant voice-over in Crucible

Mutators
  • Mutator changes should now always be correctly applied when changing tabs on the mutator menu

Miscellaneous
  • Restarting a Skirmish level will now once again maintain your settings such as player colour, theme, etc.
  • Fixed a number of unit names so they display properly
  • Corrected a number of translation keys on code side

That’s all for now Underlord, but keep your baleful eyes peeled because there’s more news coming soon!


Cheers!

– 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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