Community Announcements - Noontide

Darkest greetings Underlord,

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

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

V1.4.2f9 Release Notes

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

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


Cheers!

– Brightrock Games Team


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Community Announcements - Noontide


Darkest greetings Underlord,

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

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



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

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



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

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

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

Cheers!

– Brightrock Games Team


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Community Announcements - Noontide

Darkest greetings Underlord,

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

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

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

V1.4.2f5 Release Notes

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

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

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

Cheers!

– Brightrock Games Team


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Community Announcements - Noontide


Darkest greetings Underlord,

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

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

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

V1.4.2f5 Release Notes

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

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

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

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

Cheers!

– Brightrock Games Team


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Community Announcements - Noontide


Darkest greetings Underlord,

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

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

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

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

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

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

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

Units

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

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

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

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

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

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

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

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

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

  • XP decreased from 2,500 to 1,250

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

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

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

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

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

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

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

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

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

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

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

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

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



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

    Cheers!

    – Brightrock Games Team


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Community Announcements - Noontide


Darkest greetings Underlord,

Nearly two months have passed since we unleashed the very first expansion to War for the Overworld, Heart of Gold, alongside the staggeringly massive patch 1.4. But there was no rest for the evil, as we released hotfixes around the clock to ensure the biggest issues that cropped up were fixed as quickly as possible. We topped that off with patch 1.4.1!

Overall the reception to Heart of Gold and patch 1.4 has been overwhelmingly positive, and we’re pleased that our hard work has resulted in the latest version of the game being something we can all be incredibly proud of. In this recap we’re going to take a quick look into the reception so far.

We’ve also got a nice downloadable extra for you, as well as a link to the opening cinematic of Heart of Gold, so you can easily watch it again. Read on, Underlord!

What You’re Saying About Heart of Gold and Patch 1.4

We’ve seen an incredible response to Heart of Gold, but perhaps that’s a little too underwhelming. To truly understand how staggeringly positive the feedback we’re receiving is, here are a few numbers from our Steam user review scores:

  • Overall score: 77.02% (Compared to 72.95% during the release of Patch 1.0, showing continued improvement)
  • Score since patch 1.4: 89.18% (up from 79.05% during patch 1.3)
  • Heart of Gold overall score: 92%

These numbers show a massive increase in how many positive reviews we’ve received, and this reflects just how much effort we’ve poured into WFTO since release last year.

But numbers are only half the story. Here are some choice extracts from a few of your reviews:

    “Took a while but this is like the only Kickstarter game I backed that is actually worth playing now.” “I encourage anyone who was turned off by the initial mess to give War for the Overworld another shot. It’s now a wonderful game in and of itself, but more than that the devs should be congratulated and rewarded for never giving up on their vision.” “[…] thanks to dedicated work by the developers (which continues to this day, I might add) this one has blossomed into a wonderful strategy title.” “The team at Brightrock Games further improve their craft with this carefully designed DLC, which I might add was free for backers and early adopters, though I would have paid money on day one for it anyway.”

We’re pleased to see that our efforts have driven such a positive response from our community, and we can’t wait to see how our upcoming content performs.

All That is Gold – Short Story Compilation

During the run-up to Heart of Gold’s release we teased you with a series of short stories that revolved around a particularly stalwart dwarf and the heroes of Phaestus, during the events of the new campaign. We enjoyed having the opportunity to expand the lore of War for the Overworld, and tell a portion of the story from a different perspective.

If you missed out on these the first time around then we have a treat for you: we’ve compiled them into a single, collected volume, gussied them up in the style of the upcoming Dungeoneer’s Guide, and uploaded them for your reading pleasure!



As you can see they’ve turned out rather well! You can view and download the collected volume here.

In addition we will be adding this compilation to the Underlord Edition of the game at the same time we add the Dungeoneer’s Guide. We hope you’re looking forward to that!

Reminder: Patch 1.4.1 is Out Now

In case you missed the announcement a few weeks ago, we recently released the first minor patch for War for the Overworld. This included a number of changes to both the visual stylings of the game, and mechanics such as unit spawning.

We also rolled out dozens of bug fixes and made some improvements to other areas. You can read the full release notes for patch 1.4.1 here.

This isn’t it for support in the wake of patch 1.4. Patch 1.4.2 is due out in the coming days so please keep your eyes open for it!

Watch the Heart of Gold Cinematic Opening

For Heart of Gold we looked to deliver a more solid and compelling story, and part of that was setting the scene for the war spilling over into the dukedom of Phaestus. We developed the opening cinematic to set the scene, and we’ve had a great response from it. As such we’ve opted to upload the full video to YouTube for your enjoyment!

https://youtu.be/WweV4MdD0zI


Cheers!

– Brightrock Games Team


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Community Announcements - Noontide


Darkest greetings Underlord,

The team here at Brightrock Games is always looking for ways to make everyone’s lives just a little bit easier. To that end we’ve taken the User Echo bug tracker, we launched a few months ago, and given it a complete overhaul. We’re calling it User Echo 2.0!



Our goal is to make it so that the process of reporting a bug and keeping track of it is simple and clear to all of our fans. We’ve also taken all the information that was previously strewn across our forums and compiled it into a pair of incredibly useful knowledge bases - one for War for the Overworld and one for our other services.

Click here to discover User Echo 2.0.

Here’s a full list of changes:

  • Introduced a new landing page so we can support multiple services and expand in the future
  • Added two knowledge bases, one for War for the Overworld and one for other services - these will contain answers to common issues
  • Overhauled the statuses and processes behind bug tickets to make them clearer to reporters and thus easier to track
  • Changed “Needs more information” to “Pending customer” - because there’s more than one reason we might be waiting for you
  • Added “Completed - Next Patch” - All tickets will automatically be marked as this when completed internally, and will change to complete when a patch is rolled out
  • Added “Pending Third Party” - If we can’t fix your issue we might need to approach a third party (such as Unity or Coherent UI), so we will set tickets to this while we await their response/fix
  • Rejigged colours - because the colours needed a new jig
  • Moved “General help and support” from the community forum to User Echo
  • Added links to various other services such as the community forum and Discord
  • Tidied up all the text and images - we’re sure you’ll notice the improvement!

It’s our aim to deliver excellent turnaround times on bug reports to ensure you get the best experience from our game. We’re gradually getting better at it too! To underline that here are some stats on User Echo’s first six and a bit months of use:

  • 295 users registered
  • 390 reports opened
  • 8,149 unique visits; 31,420 page views; 2,137 comments
  • Average time until first reply: 25.5 hours (6.2 hours since UE 2.0)
  • Average time until issue completed: 15.7 days (2 Days since UE 2.0)
  • 86% user satisfaction rating overall

Cheers!

– Brightrock Games Team


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Community Announcements - Noontide


Brightest greetings Underlord!

While you’ve been tunnelling your way through the molten dukedom of Phaestus, summer has arrived (though barely if you live in the UK). Now you step forth onto the northern shores of the world, witnessing golden sands and turquoise seas, flush from the heat of Mount Phaestus!

Your Workers haven’t seen the sun in aeons, and while most skulk away from the light and back away into your dungeon, Aloha Worker is unpacking his suitcase - bucket and spade? Check! Flip-flops? Check! Hawaiian shirt? Most certainly, check!



Though judging by his skin tone, he might have forgotten to pack the sunscreen ... Anyway, you’ll need to be careful, Underlord - if this craze catches on the next thing you know you’ll have an entire dungeon full of flowery-coloured minions, more dazzling even than Kasita’s Home Realm!

https://youtu.be/pgGa0gqsl1g

Unpack your Aloha Worker skin on Steam and receive a special summer discount for a limited time - then bask with him in Skirmish, Sandbox, Scenario, and Multiplayer modes!

Priced at just £0.79 / $0.99 / 0.99€, the Aloha Worker is waiting for you on the Steam store.

You can also pick up all our current Worker Skins as part of a single bundle for a small discount!

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

Have a lovely summer, Underlord ... And don’t forget the sunscreen.

Cheers!

– Brightrock Games Team


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Community Announcements - Noontide


Darkest Greetings Underlord,

Reception to Heart of Gold and patch 1.4 has been absolutely fantastic, we’re pleased to see so many of you enjoying the latest iteration of War for the Overworld. As we promised yesterday we have a new minor but not insubstantial patch for you today, chocked full of features and fixes based off community feedback.

It’s also a good day to be a DRM-Free player as we’re finally updating the build from v1.2.3 to this very patch. That means you can finally put the map editor to use and experience all the improvements we delivered in Patch 1.4.

We’re sure you’re eager to see what’s changed so without further ado read on Underlord!

Major Changes

DRM Free Version Updated
  • The DRM-Free build of War for the Overworld has been updated to v1.4.1, if you own the DRM-Free version you can download it via Humble
  • Achievements & Unlockables have been added to the DRM-Free version
  • Be aware Heart of Gold, Steam Workshop, and several other features are not present in the DRM-Free build as they rely on the Steamworks API (see the DRM-Free FAQ)

Cosmetic Fog of War Improvements
  • Revealed areas that are not actively part of current gameplay (such as the top of neutral terrain) are now darkened
  • Important gameplay elements such as gold and claimed territory remain lit
  • This causes these elements of the game pop more compared to the background and helps to reinforce a darker atmosphere while allowing lighting to shine
  • https://youtu.be/GSFm0pTdf5Y

Normalized Unit Spawning
  • We’ve normalized the unit spawning values so you can more reliably figure out how large a room needs to be to attract a certain number of units.
  • 1 Prop per unit:
    • Sanctuary - Cultist or Priestess
    • Archive - Cultist or Priestess
    • Foundry - Chunder or Warden
    • Barracks - Gnarling or Templar
  • 1.5 Props per unit:
    • Spirit Chamber - Witch Doctor
    • Alchemy Lab - Crackpot or Firebreather
    • Torture Chamber - Succubus or Inquisitor
    • Crypt - Necromancer or Matriarch
  • 2 Props per unit
    • Garrison - Augre or Juggernaut
  • 4 Props per unit
    • Arena - Beastmaster or Huntress (Every flat edge tile counts as a ‘prop’)
  • Room tooltips have been updated to display this information.

UI Changes

In-Game UI
  • Added a glow effect to active rally flags, making it clear which flags are currently active
  • Warbands are now automatically expanded when active, displaying the cancel button
  • Improved look of the ability selection in possession UI and added a little number above each ability to show their associated hotkey
  • Room tooltips now show how many units the room has attracted versus how many units it can possibly attract at its current size
  • It is now possible to switch abilities in Possession with the scrollwheel
  • Improved accuracy of the “Zoom To” function eg. when a unit portrait or any other button is right clicked.

Menus
  • The “Heart of Gold Now Available” and “Access Heart of Gold” arrows can now be dismissed permanently by clicking a small X button
  • Updated the descriptions of several Skirmish maps

Tooltips
  • Construction Ritual will now explain that it cannot construct Outposts on certain maps
  • Upgraded Barracks Tooltip now correctly accounts for training support slots which can be used by Gnarlings to support other minions

Map Editor Changes
  • Unidentified artefacts are now random by default, if no weight is set for any effect (previously these would always identify as gold artefacts)
  • Neutral defences can no longer be placed (they were not fully supported and resulted in various issues)
  • Existing Neutral defences on custom maps will self-destruct upon map start

Campaign Changes
Level 11
  • Removed a sequence in Level 11 where the player was forced to view the introduction of a summoning stone

Level 12
  • Delayed the initial rush by Underlord Draven by an additional 4 minutes. Allowing the player more time to prepare

Heart of Gold Level 3
  • Resolved an issue that prevented roaming parties of heroes from attacking your dungeon and providing a steady source of bodies to turn to gold...

Heart of Gold Level 4
  • Reduced the level and number of units that attack the player as they defeat enemy bosses


Other Changes
Gameplay
  • Sentinels and Stone Knights can now be dismissed by throwing them into a Gateway
  • It is now possible to transform critters (micropiglets and rats) into golden statues with the Blood Money spell

Performance Improvements
  • Improved the memory and processor footprint of critters (micropiglets and rats)

Audio Improvements
  • Added sounds to Lava, Lava Falls and Water

Bug Fixes
  • “You have found a neutral minion” alert now correctly plays only when a unit joints your side rather than when it is just visible to any player
  • Fixed Taverns in Seastead II and Flood
  • Fixed HoG outro narrator line could play too fast if user was had game speed set to 150%
  • HoG2 - Empire forces no longer scream when leaving the combat zone peacefully… how disappointing...
  • Disabled one of the Matriarch’s abilities in the Arena to prevent incorrect behaviour
  • Sappers no longer require sleep, enhancing their performance in several campaign levels. The same cannot be said for coders.
  • Fixed a repeating voice line on level 2
  • Fixed level 13 waves being blocked by the main siege door
  • Fixed an issue with the Glacial door which could occur upon loading a saved game
  • While chatting in multiplayer games the spacebar won’t skip our beloved narrator’s lines
  • Beds are once again correctly removed in multiplayer games
  • Clients in multiplayer games will now see units XP correctly
  • Clients in multiplayer games will now correctly see units training in Barracks
  • Titan Stone spawning VFX will now disappear if the stone is destroyed early
  • All clients in multiplayer are now correctly informed if a titan has been slain
  • Fixed the Spirit Chamber flooring issue under the prop
  • Fixed an issue which caused barracks to produce noise even when concealed by fog of war
  • Fixed an issue where Stone Knights would not use the full range of available attack animations
  • Beds are now correctly only shown if their tile is visible
  • Fixed an odd case where a spirit could survive when dropped onto a Spirit Chamber prop
  • Fixed a visual glitch that occured when viewing allied Sanctuaries
  • Fixed a deserialization process in MightyQuest (Which impacted quite a small portion of campaign players)
  • Fixed Survival not finishing on Core death
  • Fixed a rare case where a Unit could still damage another while in Hand or outside Arena
  • Adjusted win condition on C9 to prevent occurrences where it was not possible to win, despite achieving objectives
  • Fixed and issue where the Bonechiller VFX could remain after the bonechiller is destroyed
  • Fixed an issue where unit shields could get left behind if the unit was teleported away and then revived
  • “Unit lost” alerts no longer play when Blood Money is cast on a minion
  • Fixed an issue where Rituals were greyed out, when new Rituals were started and canceled, while a current Ritual was active
  • Fixed an issue where doors would close automatically while a worker is fortifying an adjacent wall from inside the door, which pushed the worker, causing them to restart the task and thereby trapping them in a never ending circle of fortifying hell
  • Fixed an issue where Constructs placed on higher terrain than ground zero (eg. Volcanic bridge) could never be sold
  • Fixed an issue where the barracks in older saved games only had one training slot and only attracted half the correct amount of Gnarlings
  • Fixed an issue where flying units fruitlessly tried to fly on the top of walls, causing no visible issues but a few background errors which in turn lead to lag
  • The Sin Orb will now correctly flash when Mendechaus reminds the player they have a sin available
  • Clients in multiplayer can now correctly see the units current activity in tooltip, unit panel and warband detail panels
  • Fixed an issue where clients in multiplayer were unable to add units to the peace band/group
  • Fixed an issue which didn’t inform the UI for clients in multiplayer about an active rally flag, preventing the rally flag cancel button from being correctly highlighted
  • Fixed several issues found in user logs which may resolve some unreported bugs or lag issues
  • Fixed an issue where loading an original campaign level while playing heart of gold or vice versa would cause the player to load with an incorrect Underlord colour
  • Fixed an issue where enemies killed in the arena would take an extended period of time (to rot and disappear) before their fight slot was once again made available. Enemies slain in the arena now disappear after 3 seconds (down from 120)
  • Fixed an issue on Heart of Gold level 4 where the work slot of a prop could be moved outside of map bounds, making minions unable to find them
  • Fixed an issue where minions that are immune to lava damage were still taking damage from lava if dropped directly onto it from the Underlord’s hand.

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

Cheers!

– Brightrock Games Team


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Community Announcements - Noontide


Darkest Greetings Underlord,

On the 31st of May we undertook our third ever Reddit AMA. We invited all members of our community to participate by asking us anything that came to mind, and we have to say we were incredibly impressed with the turnout.

For those who missed it you can read the whole thing here. Otherwise sit back whilst we regale you with some of the highlights.

Highlights

Dr Kersh kicked us off with the big questions

#Discussions_QuoteBlock_Author
Q: Do you regret releasing the game in a beta state and getting not so good reviews vs what would you get now?

Do you have plans to re-release it as a goty edition to try to get new reviews?
How many more big DLC have you planed for the game?

#Discussions_QuoteBlock_Author
Most definitely. It has been the single biggest failure in our short history so far. Even today if you search for our game on YouTube you'll find TotalBiscuit's harsh but completely fair preview of the release version as the top result. There is no doubt that kind of initial reception hurts us even today, over a year later.

Those are the cards we played. We're on the other side of it now and pushing our hardest to recover from it. This latest release goes a long way from the games' perspective, but possibly more importantly I think it has improved our relationship with our fans - We're not here to make a quick buck and run. We want to build a reputation for a quality dev house.

#Discussions_QuoteBlock_Author
1. Yes and no. Yes because, well, it was pretty awful all around. There's no denying that and no excusing it. But we simply had no other choice other than not releasing the game at all - the entire team had gone several months without pay and various other things were already in motion, the boxed release being one.

2. We attempted to do that when releasing this DLC and get very little traction with the press, both traditional and enthusiast. A 'complete' edition later after all planned content is released may be something else we try, but that's still a while away!

3. Can't say for sure right now. We've got some free content already in the works though - more info in this answer.

Shazzam606060 looks for some advise on how to kickstarter his career as a voice actor.

#Discussions_QuoteBlock_Author
How did you do the voice work for the game? I was/am looking to get into doing some voice acting, specifically for video games, and frankly it seems that the barrier to entry is quite daunting, so any tips or advice for someone to either get into game design or VO would be amazing.

#Discussions_QuoteBlock_Author
For VA, we worked with an arseload of incredibly talented people. Richard Ridings, Lani Minella, Stephen Fitts, Lauren Synger to name a few. They made bringing these characters to life an absolute pleasure.

I got into acting on an amateur level back in 2009. I don't think I actually recorded anything that didn't make me cringe until this time last year.

As with most things, it's really about practice, and hurling yourself at the work for as long as it takes to hone your craft. A couple of general things:

You don't need an extravagant mic to record something worth listening to.
Listen to yourself. If it makes your testicles shrivel back up inside your body, get used to it. Being good is on the other side of that wall, and the only way is through.

Dick around. Experiment with voices. Learn accents. Go psychotic on car rides. Mastering the vocal apparatus is an extended learning process, and one of the best ways is to play with it. Have fun with performance, it'll keep you going.

As for penetrating the industry: send demos to people! Take a look around subreddits like /r/gamedevclassifieds or /r/recordthis, the indieDB boards, the TES/Fallout mod communities, whatever it takes to get practice in while making connections. If you're good, you enjoy it, and you try, you'll inevitably find something.

I wish you the best of luck. It's a riot.

Arscortica takes an interest in the artisitc side of development and Pat’s all too happy to answer.

#Discussions_QuoteBlock_Author
Q: As far as visual design goes:

Was it your intention to have WftO appear a little bit darker/mature than the original DK games? I.e., in the design of design of the torture chamber (and the actual pained screams coming from it), the blood-filled sanctuary, and the spirit chamber?

I'm curious about the visual design ideas behind the Beastmaster and the Behemoth. For the former, most people probably would have expected some kind of minotaur rather than a micropiglet of unusual size. Meanwhile, the Behemoth with its enormous tusks sorta reminds me of a mix between the Demon of Doom Classic and a (very large) zergling from Starcraft 1.

Just in how far was the Huntress inspired by the Demon Hunter class from Diablo three? Or was it more of a case of convergent evolution?

#Discussions_QuoteBlock_Author
Both the tone and the lighting have been intentionally made darker to push the flavour of our vision for this game. It’s been challenging balancing these aspects to a level we were happy with, making sure we kept in mind both our audience and the performance of the game. Making sure the atmosphere we intended to create worked in conjunction with the readability of all the units and rooms, was something that also took multiple iterations and much consideration.

It’s been really interesting gauging the suitable balance between gore and humour across the whole game. It was important for us to pay homage to this genre of game whilst pushing it out further with our ideas. Certainly the characters are indicative of this mixture of classic designs and more unique ones. The Behemoth is a personal favourite of mine, developed by our concept artist, Bobby. I can see the aspects it draws from different designs which make it feel very suited in the War for the Overworld setting, but it has a freshness which makes it really different from the traditional dungeon creatures.

I like the likeness in your description of the Behemoth. I see it more as the lovechild between a cat and a mutated dinosaur. I think a convergent evolution has been common in the process of most designs since we wanted to mix familiarity and recognisability with our own style.

Meanwhile Dante asks all the questions you needed to know about Richard Ridings.

#Discussions_QuoteBlock_Author
Does Richard Ridings have a firm handshake? Is he as awesome as he seems? How did he get to be so big and strong?

#Discussions_QuoteBlock_Author
Richard Ridings handshake is as firm as a steel girder.

He is even more awesome than he seems, so awesome that his voice will melt you if you're exposed outside of protective gear.

He became strong by voicing the Mountain in Game of Thrones and eating Peppered pigs.

There’s so many more questions that we answered; many about the state of the game, upcoming content or even a little on future projects. Be sure to drop by and read it all!

For now we’ll be leaving you with news that Patch 1.4.1 will be releasing tomorrow! There’s a few small features requested by the community included as well as dozens of fixes and other tweaks, we hope you’re looking forward to it!

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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