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
Now creates a patch of frost when it expires, preventing further Quick Freeze potions from being used in that area for a short time
War for the Overworld
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
Small improvements to the ending sequence, making it easier to trigger the final cutscene
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
Improvements to the Earthquake feature’s detection of path blocking via Prison and Arena tiles, which should address a serious exploit
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
Performed a pass on and added new VFX for a number of Survival units
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
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
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
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”
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
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
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!
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!
Can now collect items from unclaimed ground
Artefact of Sin
Now grants the user 1 Sin (down from 3)
Artefact of Greater Sin (New)
Grants the user 3 Sins
Added a number of missing translation keys including map names and descriptions for Skirmish and Sandbox modes
Disabled “quadrant pivot” mirror tools on non-square maps as they do not work
Gateways are now numbered in a more intuitive manner
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
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
Fixed a crash that could occur when loading a custom map
Fixed a number of exceptions that could lead to very rare crashes
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
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
Fixed a collision issue in the Slaughterpen that would cause Workers to get stuck
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
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
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
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!
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
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
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
Corrected some errant voice-over in Crucible
Mutator changes should now always be correctly applied when changing tabs on the mutator menu
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!
It’s that time of year once more when the peasants of the Empire are tucked up all cosy and nice in their warm, safe houses, preparing great feasts while their offsprings eagerly await the daring charity of a rather portly home invader. What overbearing joy…
They can enjoy it while it lasts, for soon the plan will come to fruition and their homes will be invaded by a somewhat less charitable bunch. Not even their goodly Emperor Uther will be able to protect them from the oncoming apocalypse. But first there are preparations to be made, and I have special plans for loyal minions such as yourself. For now though you should enjoy this brief reprieve.
Season’s Greetings from Brightrock
While we’re at it something arrived for you through the swirling snow of the Aether, a sort of message as it were, from a team of Engineers claiming to know you personally. Does “Brightrock Games” ring a bell?
It seems they’re starting their own holidays now and will be back to work in the new year. They sent you a card as well – oh, how delightful!
This one again? I’m not sure whether that’s a compliment or an insult!
I trust you’re not being too lenient on them Underlord? Charity is not a virtue you are meant to possess. In any case it seems they’ve not left without doing some work: they mention something about working on hotfixes, whatever that means, right up until their closure today. Here, they sent a list of everything they’ve achieved since their last message.
Patch 1.5 Hotfixes F6-F14 (December 14th to 21st)
Added player high score to the Leaderboard section on Lobby and
Summary screen at all times
Rejigged the order some VO lines play in
If a Boss Kill artefact cannot be picked up normally it will instead spawn at the Dungeon Core
Added a map ping when a Goldstone is being attacked
It is now possible to add a custom image as the workshop image to a Community Translation file
Made the way community translation works more flexible. This should not affect existing translations
Improved translation parser’s tolerance to empty lines, which can occur when manually editing CSV files
Crucible map names & descriptions now have translation keys
Replaced Sapper Icon on Map Editor Mutators Menu with Crackpot
Introduced some updated unit portraits for a number of units
Crucible Available” arrow now has a kickass fade in
Leaderboard now correctly shows 10 players instead of 9
Fixed an issue where your camera could become locked if you played two Crucible levels in a row
Unlockable worker skins are no longer unnlocked until you unlock them… Sorry 😉
Fixed an issue where Respite would not correctly add extra time to the wave timer
Fixed a bug where the “Earthquake” line would play constantly if the player had used replacement earth in a specific manner
Fixed an issue where the display of number of waves cleared could be corrupted (no effect on leaderboards)
Worker skins from this mode now correctly animate when mining
Fixed an issue where a community translation that was missing a key would report an our of range message
Fallback to primary language should always work in the event of a missing key/error
Fixed an incorrect translation key for the Crackpot Flash-Bang ability
Fixed an issue where the message “Please fix errors” would show even after a successful publish with no errors occurring
Fixed an issue where Level 7 could not be finished if the player did not research the Arena and Garrison before completing the objectives
Fixed an issue where Aetna would continue to spout drivel even after dying, thank the gods
Fixed an issue where the ending to Level 13 could freeze after killing Lucius
Added additional safeguards to try and ensure levels end even if a script issue occur
Mandalf the Maroon has had his abilities re-hooked to the correct descriptions
Rats can now be imprisoned once more!
Units that are turned into a golden statues should no longer count towards population
It is no longer possible to attack and damage invulnerable objects via possession
Spirit workers spawned by the Spirit Worker potion will now correctly lose health
Fixed an exception that could occur when loading mutator sets
Fixed an Issue where mutators would not correctly apply to clients in multiplayer
Removed a placeholder, faulty Overworld Gateway from the map editor
Fixed an issue where Dungeon Cores would not take damage or be destroyed
Fixed an issue where the Crucible Announce arrow would break in Russian and Spanish languages
Shaboozey Achievement now finally has its icon in game
Removed the deprecated Survival Save/Load section from the Save/Load UI
Fixed an issue where UI Text would not scale correctly, which is very important for some localized languages
Removed the unused “Load” button from the Crucible Prototype
Fixed an issue where the save menu would not open in Skirmish
Fixed mutator tooltips not showing after switching tabs
Added a missing translation key for the “Fade” Ability
Fixed a wrong translation key appearing on one of the Mutator confirm dialogs
Fixed a number of typos & missing text
Fixed an issue where the Mutators window would appear empty when reopened
Fixed some Nullrefs and exceptions which could cause issues in various places
Fixed a few errors in the German translation of the game
That about concludes our business today, Underlord. I look forward to seeing you soon.
We’ve arrived at last to our next major iteration of War for the Overworld. Patch 1.5: Trial by Fire!
We’re extremely pleased with how the new features in this patch have turned out, and with the content offered by the free Crucible DLC there are a huge number of changes to consider. In terms of brand new features we don’t think we’ve ever brought something quite this significant to bear before!
No doubt you want to get stuck right in and you will be able to do so immediately via Steam! But if you want to find out more about the patch you can of course read our release post, or have a browse through the full release notes below.
Patch 1.5: Trial by Fire
New Game Mode: Crucible
Endless Waves of Enemies
With waves divided into sets of five, each set heralds its own diverse theme, but all are unified in the solitary goal of your destruction.
Face off against devastating bosses in the final wave of each set - kill them quick enough and earn a reward!
Up to 100 pre-determined waves will appear before you based on the selected challenge; if you somehow survive those you’ll be forced to face off against random sets of enemies.
Discover new realms on which to make your mark
Six all-new Crucible levels have been added to the game, each of which has a unique layout and design to push your survival skills to breaking point.
Each realm has a set of three lanes and in many cases each lane will have its own twist to make your defence that little bit tougher.
All-new survival mechanics make you step outside your comfort zone
Each map has three sets of Goldstones, all new shrines that gift you gold for every second they remain intact. Naturally if your foes get their way that won’t be for long.
Feel like turning up the heat? The Advanced challenge will push you to the brink and beyond, so demonstrate your mastery of the game in this mode.
New challenges will be added at a later date.
Call upon three powerful Lifeline abilities
While playing the Crucible mode you have access to three powerful abilities to help you last “just a few more rounds” in exchange for a modest sum of gold. But be warned: each cast increases the cost of the Lifeline exponentially.
Apocalypse destroys all enemies, except for a few particularly strong examples, within a hair's breadth of your Dungeon Core and Goldstones.
Safeguard will protect your Goldstones from damage for a short while, giving you time to think.
Need some time to breathe? Respite will delay the next wave so you can shore up your defences.
Make your mark and win fabulous prizes
Each level and challenge combination features its own Steam leaderboard. Think you can take down the devs at their own game? Want to prove you’re the very best? Well now you can!
New unlockable Worker skins are available to those stalwart Underlords that survive 25, 50, and 75 waves.
Through our new mutators we’re going to be putting the power in your hands: tweak gameplay mechanics through dozens of intricate sliders or simply ban units or Aspects from the game entirely. The choice is yours!
Mutators are now available in Skirmish, Sandbox, and Multiplayer modes.
There are 28 Gameplay Mutators to adjust till your heart’s content, and more to come in future patches!
You can define the availability of Aspects from the Veins of Evil - unlock them from the start for all players, or block them entirely.
You can enable and disable unit spawning for each unit on an individual level.
You can create custom mutator sets and save them, so you’ll never lose your favourite settings.
Mutators can be applied via the Map Editor to define a set of “Map Defaults” which players can choose to play with when they play your map: great for those creators looking to make a specific challenge.
We always want to bring War for the Overworld to as many fans across the world as we can, but with the limited resources of an indie developer it is often difficult to justify the costs of localisation, especially this late into the game. Inspired by the efforts of some of our most dedicated community members, we’re giving players the opportunity to bring the game to their native language like never before.
The game now supports the ability to upload translation files of the game’s text assets to the Steam Workshop. You’ll find these tools in the Extras menu.
To make the translation process as easy as possible we’ve created a set of documentation and template files, and we’ve set up a forum where you can communicate with like-minded individuals or ask us questions directly.
Players can then downloaded community translations from the Steam Workshop.
New Unit: Democorn
You may recall a certain April Fool’s joke we made a few years ago. Well now it’s your worst nightmare in the Crucible! The horrendously friendly Democorn can also be used in the Map Editor. It arrives with the following abilities:
Basic Attack - Headbutt the target.
Painbow - Fire a painful rainbow.
Double Painbow - What does it mean?
Horny Charge - Fly at the target like Pegasus possessed and deal massive damage.
Friendship is Magic - Passively turn all nearby units that die into Baby Democorns. Because if the world needs anything, it's more Democorns.
Disco Inferno - Cause every nearby unit to stop what it's doing and party like it's 1999.
New Unit Variants
Reskinned units which use a combination of abilities taken from existing units, and which will soon be assaulting you in the Crucible. These units can also be used in the Map Editor.
Baby version of the terrifying Democorn
Does not possess the Disco Inferno, Double Painbow or Friendship is Magic abilities, but is just as fabulous
A baby Behemoth
Along with being adorable, the Babymoth is significantly less deadly, being weaker all round and not possessing the powerful passive damage aura or health regeneration of its grown-up form
An altered version of the Frost Weaver for use in custom maps and the Crucible
Unlike the standard Frost Weaver this version will follow Rally flags and doesn’t melt down over time
A demon from the Aetherial Rung of Gold, located somewhere between Phaestus and Kasita’s Home Realm
Hits things hard; looks pretty; doesn’t do much else
A demon which lives halfway between the Aetherial Rung of Fire and the Aetherial Rung of Ice, hence its liquid status
Has a fiery aura that burns nearby enemies; also hits things hard
A mutant Bafu that navigates and hunts with sonar instead of smell
Has a powerful screech attack that knocks enemies back
Combat version of the Spirit which is literally big-headed
Looks awesome and glows green
Shoots necrotic bolts of death
A large Chunder whose father ate boulders for breakfast
Bigger, better, and stronger than a normal Chunder, but much slower
An ice-cold Chunder whose father gorged on snowballs
It will inspire others nearby to also chill out, slowing their movement and attack speeds
A flaming-hot Chunder whose father gorged on chilli peppers
The Chilli Chunder has been imbued with flame, and a powerful flame breath ability
It can also launch itself at enemies by igniting its own flatulence and flying through the air
Badass Flying Chunder
A flying Chunder whose father gorged on Bafu
Quite possibly the best unit in existence
Baron von Pukemuch
King of the Chunders, and the strongest of them all
The Baron also eats his gold, rather than depositing it in a Vault
A baby Chunder
Came second to the Babymoth in the “adorable dangerous demons” competition
A nutty pyromaniac and eponymous ruler of The Cult of the Ember Lord
Along with the normal abilities of an Ember Demon, the Ember Lord will also set anything nearby on fire whilst summoning an endless stream of smaller Ember Demons
The oldest Oculus in existence
She went blind a long time ago, but is still a deadly force to be reckoned with
A resolute Skarg which went for a swim in a volcano and didn’t feel a thing
This terrifying older brother of the Shadow is far more deadly despite its inability to turn invisible
So-called because of its many-eyed, many-horned carapace
A magical Chunder whose father gorged on spellbooks, and/or Arcanists
With skilled use of their stomach they are able to actually burp out magical incantations to bombard their foes
These monks have been forced to wear incredibly uncomfortable brown robes
Would-be slayer of Vampires, if he wasn't roaring drunk
The ranks of the Arcane Order are not only limited to humans
These dwarves are adept at spell slinging, although their short stature makes aiming a tad difficult
An upwardly-mobile skeleton attempting to leave its dead-classness behind
Revenants (spawned by Archon & Well of Souls)
Can now navigate around and through defences much better which should cause them to be more effective in defensive lines
Will now summon Restless Spirits instead of Revenants - ghostly spirits that shoot death beams
Well of Souls
Will automatically spawn Revenants when full
Artefact of Assembly
Now applies Defence Parts much faster and is guaranteed to complete all defences thanks to German engineering!
War for the Overworld
Increased the amount of time available for the player to complete the “Prison Architect” achievement
Small adjustments to make the level slightly easier
Themed Templars, Sappers and Wardens have been added to the Empire Arcane Theme
The Gargoyle energy beam is no longer absurdly bright
Lightened the textures on the Stone Knight and his shell - he now “pops” a little more
Bombards have been given a fresh coat of paint
To prevent confusion with his brother the “Empire Worker”, the Sapper has removed his backpack, so they now look nothing alike
Improved Mira Theme lighting
Removed some overly bright lights from the Empire Prison
Wraiths from the Uprising ritual now look visually distinct from Revenants which are spawned by the Archon and Well of Souls
Completely rewrote the unit health shield subsystem - it should be a lot more stable now and work as intended
You will now be alerted when units have been rallied for too long
Unit shields will now show up for a short time after a unit has gained a level
Three states are now available for unit shields: Always On, Always Off and Default - these can be cycled with Ctrl+Shift+S
Tweaked a number of tooltips and other text assets for a better fit
There is now a short delay when right-clicking the Core icon and it taking you to the Core’s location, after sacrificing a Worker via the icon
Added the ability for Underlord Edition owners to open the Dungeoneer’s Guide to the Underworld via the Extras menu
Disabled the “Translation Incomplete” message that would appear for French and German players - the translation has actually been complete since the third week of April... Oops...
Made a number of small quality of life improvements to the Map Editor
New Crucible units are placeable in the Map Editor, available under a new tab
Added a number of voice lines specific to Inhibitors
Some internal improvements have been made as part of the Crucible DLC to make Multiplayer more stable
Massive streamlining of all the textures in the game, reducing memory footprint by up to 400MB at no visual cost
Rally flags can no longer be placed inside a Prison or Arena
Fixed a crash that could occur when importing a map and changing the number of players
Fixed a notification that would appear claiming that a unit had no Lair when it was removed from the Arena due to a KO
Flying units can no longer incorrectly pass through a raised Blade Lotus
Fixed an issue where units turned into gold statues by Aureate Monoliths would continue moving if they were in collision range with another unit when they were converted
Fixed an issue where Ramparted defences could not be sold
Fixed an issue where units spawned from a Ramparted Well of Souls could not always escape the Rampart
Enemy defence blueprints that have parts placed will no longer be invisible after loading a save game
Building a Vault under gold piles when your storage capacity is currently full will now correctly distribute gold into the new Vault tiles
Spells & Rituals
Shockwave can no longer hit units through walls, through obstacles, or inside the Prison or Arena
Fixed an exploit whereby possessing a minion and clicking very fast to work a Barracks prop would cause it to level very quickly
Fixed an issue where certain VFX could be visible through walls while in Possession mode, in particular the Worker Rally flag VFX
Fixed an issue with the Transmutation potion where it was not possible to drop the potion on a non-valid block, even if there were valid blocks in range
Fixed an issue where ranged abilities could disappear when flying over a Chasm
VFX for Inhibitors will no longer reappear after their destruction
Temple Guards will no longer be spawned with 60 experience in the Map Editor
Fixed an issue where the Sapper was displayed twice in the Map Editor
Gold is now correctly removed from the minimap if removed using an Earth tile rather than the Remove Gold tool
Fixed a number of of problems where conversations and narration would play at incorrect times in Heart of Gold Level 4
Enemies no longer spawn from destroyed portals in Heart of Gold Level 3
Fixed an incredibly rare scenario where a delay in loading a save game could cause loops in level scripts not retriggering properly
The Overworld Gateway in Level 6 no longer starts at reduced health
Fixed an issue where Underlord Marcus did not say his full line in Level 4
The Inhibitor in Level 3 should now have the correct health value
Fixed dozens of typos for the English language
Fixed an issue whereby the game would not alert you if a unit had become unhappy or angry
Fixed an issue where unit shields would not display correctly for certain defences
Unit shields should no longer show for invisible targets after loading a saved game
Units that are turned to a gold statue will no longer show in their Warband
Fixed an issue where a certain UI message that appeared for deprecated languages would continuously appear after each Level if not correctly dismissed
Severe crackdown on the right to congregate - as such units in the
Peaceband will no longer appear as if they were in “Group 63”
The Possession mode camera will no longer clip into the Spirit Worker
Fixed a hang that could occur in three-player matches when the match was started when only two players had the map
Fixed some cases where 3D audio was incorrectly playing as 2D Audio
Lava SFX are now correctly affected by volume control
It is time to rouse from your slumber and prove you still have what it takes to survive in the dark depths of this world. Patch 1.5: Trial by Fire, and the Crucible mode DLC are here at last, and both completely free to everyone.
Patch 1.5 is a major stepping stone in our quest to make War for the Overworld feature complete and self-sustaining for the rest of eternity. Let’s cast an evil eye upon the diabolical content that is rising up to your Steam library right now, from our very own game dev dungeon.
Crucible mode is a free-for-everyone DLC. A complete reimagining and reconstruction of the long-standing Survival Prototype, you will face off against unending waves of ever-stronger enemies, until eventually your defences crumble, the evil mentor proclaims your defeat, and, all being well, you rise up the global leaderboard!
We’ve excavated metric tons of earth to bring you heaps of Crucible mode content:
New survival-style Crucible game mode
Six all-new maps designed exclusively for the new Crucible mode
Two unique challenge modes, from the scalding to the incinerating
Global leaderboards on which to challenge your evilest rivals
Dozens of new units and variants including the Democorn, Mandalf the Maroon, and the Chunder King himself, Baron von Pukemuch
Three powerful Lifeline abilities, should you enter into dire straits
Three prestigious new Worker skins to unlock should you survive long enough
New Crucible voiceover from the evil mentor himself, Richard Ridings
We’re confident that you’ll be begging for mercy before the day is out, but don’t take our word for it! Enter the Crucible and see how long you can squirm before death becomes you.
Want to know more about Crucible mode? Then step back in time and take a gander at our previous previews:
Preview 1 - Waves, Lanes, Goldstones, Bosses, New Fiery Units Preview 3 - Lifelines, Challenges, Leaderboards, New Golden Units Preview 2 and Preview 4 also revealed new Arcane and Chunder units respectively
Patch 1.5: Trial by Fire
Patch 1.5 itself, like all our major patches, represents yet another refinement of WFTO’s core systems. This time we’re putting the power in your hands with mutators, modifiers, and new translation tools:
Dozens of Gameplay Mutators for Skirmish, Sandbox, and Multiplayer modes (Preview 4)
Availability Modifiers for all units and all Veins of Evil Aspects (Preview 4)
New community translation tools via the Steam Workshop (Preview 2) (Forum)
Dozens of other changes & fixes!
It may not be the largest major patch we’ve ever unleashed (that lofty title is well held by Patch 1.4), but nevertheless it promises to be one that shakes the Underworld to its very foundations.
We bet you’re itching to get your hands on Patch 1.5 with all the goodies it’s bringing: the new Crucible mode, community translation, and mutators! Wait, what’s that? We haven’t talked much about mutators yet, have we?
Well fear not because today in our final preview we’re going to be looking at the third big feature of Patch 1.5: Gameplay Mutators!
Mutators are gameplay modifications that we’re allowing you to apply to your Skirmish, Sandbox, and Multiplayer games. Through these you can tweak a number of core game elements such as speed, XP multiplier, research rate, and much more! Just take a look at this list:
There are around two dozen mutators in total. We had to design a new menu just for them!
With all these options you might find that there are a few specific configurations that you want to come back to time and again. Fortunately we’ve got you covered on that! We’re introducing the ability to save and load presets of your mutators, allowing you to quickly recall your preferred set(s).
Naturally we want players to be aware if they’re going into a match with mutators, so when you join a lobby you’ll now be able to see the mutator set that is in play, as well as being able to open the mutator menu yourself to see exactly what changes have been made.
And we’re not stopping there! We already have plans for more mutators post Patch 1.5, and if we have our way there’ll be some truly crazy options coming your way.
We recognise that not every player is going to want to delve deeply into mutators to overhaul the gameplay. Fortunately working on mutators has allowed us to introduce a few other long-requested custom features, chief of which is toggling the availability of units and Aspects.
Hate Chunders? Well now you can make them extinct. (You devil, you.)
Via the menus you’ll be able to change the availability of units, rooms, defences, spells, rituals – pretty much everything – for all players in the match. For the Veins of Evil this means you’ll be able to switch an Aspect between being unlocked from the start, researchable through the Veins, or not unlockable at all. Units meanwhile can have their spawning enabled or disabled.
With all these tweakable options making their way towards Skirmish, Sandbox and Multiplayer modes we can’t wait to see how this affects the flow of the game, and what unique ways you’ll find to spice up your subterranean escapades!
Crucible Unit Preview: Chunderful!
We couldn’t let you leave without one last preview, and we have no doubt that it’ll prove to be the most popular one yet! There’s no big mystery here, just a gaggle of Chunders. But what is truly special is that this family portrait gives us an unprecedented insight into the secret lives of these beautiful creatures.
“Alright then, look this way, and say, ‘Cheese!’”
You see, as is common knowledge, Chunders are literally what they have eaten. Or more specifically, they are what their parent has eaten. That is to say when a Chunder devours something quite extravagant, it will vomit out an offspring likely to have inherited some property of the food. Can you guess what each Chunder’s parent was scoffing down?
Well, that about wraps us up here, Underlord. But we shall be seeing you again very soon on Monday, when Patch 1.5 is released!
Patch 1.5 draws ever closer but there’s still more to share before it goes live. Come take your metaphorical seat and let us regale you with a deeper look into the mechanics of Mendechaus’ vicious Crucible.
Looking at all the horrors that are set to beset you in the Crucible you might think that we’re throwing you in with nothing but a prayer. Well that’s certainly true, but at least we’re throwing you in with a prayer that can be answered – three in fact!
Apocalypse will obliterate enemies that come within a hair’s breadth of your Dungeon Core!
Lifelines are a new mechanic that we developed especially for Crucible mode. Each of these three incredibly powerful spells will no doubt be pivotal in saving your bacon from that other, angry bacon that will soon be rampaging through your dungeon. You see, each Lifeline has the power to destroy or delay your enemy, giving you more breathing room.
Goldstones taking a pummelling? Safeguard will make them immortal for a short while.
However, powerful as these spells may be we can’t just let you use them without a care in the world. Each time you unleash one of these devastating abilities you’ll find the gold cost to unleash it again has increased. Use one without forethought and you’ll find yourself paying through the nose to unleash it again.
It’s difficult to capture the fact that Respite delays the next wave, so here’s a picture of our art director, Pat, and a clock instead.
Lifelines ultimately won’t save you from a fate worse than death, but at least they’ll delay the inevitable long enough for you to get a new high score! Speaking of which…
The Leading of the Boards
Ever since the original Survival Prototype made its way into the game we’ve seen regular requests for a leaderboard to be added so that the most competitive Underlords can compare their scores.
Well at long last we’re pleased to announce that the Crucible will include fully-functional leaderboards in the Steam version of the game!
There’s some serious board leading occurring here.
What else is there to say on the topic of leaderboards that you don’t already know we wonder. Well at the very least we can say that each map and challenge combination has its own leaderboard, so if you’re not so savvy in one combination then perhaps another will see you rising through the ranks.
A Challenge for All
But what are these challenges we mentioned? Well to put it simply they are collections of changes and mutators that adjust your experience in Crucible mode. This could be anything from making gold incredibly scarce, to making it so that every enemy you see is a Chunder!
Although we’ll only be launching Crucible mode with two challenges – the standard mode and a “master” mode – you can rest assured that there are plenty more in the works.
So you think yourself a master? Mendechaus would like to put that theory to the test.
Crucible Unit Preview: Hearts of Gold
What do we have here? Some of Kasita’s pet treasures gone wandering? I suppose nobody told them that gold isn’t the strongest metal in Kairos, and rather unfit for combat.
Golden soldiers – be bewitched at your peril.
That about wraps us up for this preview, but we’ve still got one more on the way this Friday. Mendechaus is almost ready to put you through his Crucible. Are you ready for your impending trial?
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...
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.
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!
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.
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.
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:
Entirely new waves with new units
New gameplay mechanics
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
Lots of VO for various characters (including some fan favourites)
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.