War for the Overworld - Noontide



Hey folks,

The latest edition of WFTO Wednesday has just been posted on our website, be sure to check it out!

- WFTO Team
War for the Overworld - Noontide



Hey folks,

The latest edition of WFTO Wednesday has just been posted on our website, be sure to check it out!

- WFTO Team
War for the Overworld - Noontide
Hey folks,

We're mostly back up and running again, the internet has been mostly stable with some occasional drops here and there. Thank you all for your patience!

"Too many threads" crash potential workaround
We're still investigating the "Too many threads" crash as a matter of priority and we believe we may be getting closer to the root cause. Thanks in no small part to Anialator100 on our forums who has dedicated time to help us nail it down.

As part of the investigation into the issue we found that his crash was caused by V-Sync being disabled, when V-Sync is enabled the crash no longer occurs. This would seem to indicate some code is firing incorrectly when there is a significant jump in Frame Rate.

For now we believe that enabling V-Sync may be a potential work-around while we continue to hunt the errant code. Please let us know if this does or does not work for you!

WFTO v1.0.25 Patch Notes

Performance Optimisations
  • Another major optimisation to the rendering of Fog of War, roughly a 40% speed increase for FoW rendering and should improve unity's performance overall
  • Other minor performance improvements to backend systems

Bug Fixes
  • Fixed an issue where enemy units wouldn't show level up VFX
  • Fixed an incorrect camera position in the level 8 intro
  • Fixed an issue when returning to posession after a cutsene
  • The first highlight in level 1 no longer overstays it's welcome after objective completition
  • Fixed an issue where the height of objects would be incorrect on the first map loaded
  • Enemy props will no longer show highlights (Especially the torture racks on level 6)
  • Numerous fixes to home realm
  • Fixed an issue where defences on level 13 were not being properly rebuilt whne furnaces were active
  • Fixed an issue where small gaps were appearing between certain types of Empire theme tiles
  • Fixed a bug where a large square would appear when a Witch Doctor was affected by Blood Money
  • Several backend Multiplayer fixes
  • Fixed an issue where Fog of War revealers that had a growing radius were not working correctly
  • Beasts who have recently fought in the Arena will now correctly respond to their rally groups
  • Workers will no longer continue attempting to build the warding totem for ever.
  • Fixed a bug where dropping a unit next to an AI controlled dungeon could result in the unit getting struck by lightning mid-air, preventing a correct drop
  • Fixed a bug which caused prisoners and tortured units to scream for all eternity, the gods are pleased with the silence
  • Fixed an issue where the Vampire would constantly become angry faster, meaning it wasn't possible to keep him maintained on prisoners
  • Fixed an issue where language settings were not remembered for the options menu
  • Fixed GTA being unplayed by anyone on the team


Graphical & UI Changes
  • Increased height of Gargoyle health shield so it's now always visible
  • Default textures are now set to half resolution (Can be returned to full in the options menu)

Level Changes
  • It is now possible to spawn enemy waves in your Home Realm

Gameplay Changes
  • Brimstone can now store and drop gold
  • Arena kill state is now set to incapacitate by default rather than kill

Misc Changes
  • Clients should now correctly quit the game if the host leaves
  • AI will now ignore grabbed units for the purposes of threat
  • New Settings have been added to the options menu

We'll be detailing some of the things coming in the next major patch in our weekly news tomorrow so keep your eyes peeled!

Until next time Underlords!

Cheers,

Lee
War for the Overworld - Noontide
Hey folks,

We're mostly back up and running again, the internet has been mostly stable with some occasional drops here and there. Thank you all for your patience!

"Too many threads" crash potential workaround
We're still investigating the "Too many threads" crash as a matter of priority and we believe we may be getting closer to the root cause. Thanks in no small part to Anialator100 on our forums who has dedicated time to help us nail it down.

As part of the investigation into the issue we found that his crash was caused by V-Sync being disabled, when V-Sync is enabled the crash no longer occurs. This would seem to indicate some code is firing incorrectly when there is a significant jump in Frame Rate.

For now we believe that enabling V-Sync may be a potential work-around while we continue to hunt the errant code. Please let us know if this does or does not work for you!

WFTO v1.0.25 Patch Notes

Performance Optimisations
  • Another major optimisation to the rendering of Fog of War, roughly a 40% speed increase for FoW rendering and should improve unity's performance overall
  • Other minor performance improvements to backend systems

Bug Fixes
  • Fixed an issue where enemy units wouldn't show level up VFX
  • Fixed an incorrect camera position in the level 8 intro
  • Fixed an issue when returning to posession after a cutsene
  • The first highlight in level 1 no longer overstays it's welcome after objective completition
  • Fixed an issue where the height of objects would be incorrect on the first map loaded
  • Enemy props will no longer show highlights (Especially the torture racks on level 6)
  • Numerous fixes to home realm
  • Fixed an issue where defences on level 13 were not being properly rebuilt whne furnaces were active
  • Fixed an issue where small gaps were appearing between certain types of Empire theme tiles
  • Fixed a bug where a large square would appear when a Witch Doctor was affected by Blood Money
  • Several backend Multiplayer fixes
  • Fixed an issue where Fog of War revealers that had a growing radius were not working correctly
  • Beasts who have recently fought in the Arena will now correctly respond to their rally groups
  • Workers will no longer continue attempting to build the warding totem for ever.
  • Fixed a bug where dropping a unit next to an AI controlled dungeon could result in the unit getting struck by lightning mid-air, preventing a correct drop
  • Fixed a bug which caused prisoners and tortured units to scream for all eternity, the gods are pleased with the silence
  • Fixed an issue where the Vampire would constantly become angry faster, meaning it wasn't possible to keep him maintained on prisoners
  • Fixed an issue where language settings were not remembered for the options menu
  • Fixed GTA being unplayed by anyone on the team


Graphical & UI Changes
  • Increased height of Gargoyle health shield so it's now always visible
  • Default textures are now set to half resolution (Can be returned to full in the options menu)

Level Changes
  • It is now possible to spawn enemy waves in your Home Realm

Gameplay Changes
  • Brimstone can now store and drop gold
  • Arena kill state is now set to incapacitate by default rather than kill

Misc Changes
  • Clients should now correctly quit the game if the host leaves
  • AI will now ignore grabbed units for the purposes of threat
  • New Settings have been added to the options menu

We'll be detailing some of the things coming in the next major patch in our weekly news tomorrow so keep your eyes peeled!

Until next time Underlords!

Cheers,

Lee
War for the Overworld - Noontide
Hi all,

We've managed to rub our collective bandwidth together and squeeze another small patch down the series of tubes. This patch brings with it more performance improvements and fixes some of the more uncommon issues facing users.

Read on for the patch notes, it's a small patch but the improvements should fix some noticeable issues none the less.

  • More performance improvements related to fog of war
  • Several fixes to UI & main menu localisation
  • Fixed not being able to select unit abilities after the first 6
  • Fixed a rare error that caused projectiles to break outside of the map on C13
  • Fixed missing unit names for various bosses and other units

As always we're keen to hear about any issues you're experiencing, please report bugs directly to us on our official forums as this will help us keep track of reports much better.

Cheers,

Lee
War for the Overworld - Noontide
Hi all,

We've managed to rub our collective bandwidth together and squeeze another small patch down the series of tubes. This patch brings with it more performance improvements and fixes some of the more uncommon issues facing users.

Read on for the patch notes, it's a small patch but the improvements should fix some noticeable issues none the less.

  • More performance improvements related to fog of war
  • Several fixes to UI & main menu localisation
  • Fixed not being able to select unit abilities after the first 6
  • Fixed a rare error that caused projectiles to break outside of the map on C13
  • Fixed missing unit names for various bosses and other units

As always we're keen to hear about any issues you're experiencing, please report bugs directly to us on our official forums as this will help us keep track of reports much better.

Cheers,

Lee
War for the Overworld - Noontide



Hey folks,

The latest edition of WFTO Wednesday has just been posted on our website, be sure to check it out!

- WFTO Team
War for the Overworld - Noontide



Hey folks,

The latest edition of WFTO Wednesday has just been posted on our website, be sure to check it out!

- WFTO Team
War for the Overworld - Noontide



Darkest Greetings Underlords,

We've just posted our State of the game video and retrospective on the development of WFTO and our future plans to our website. Be sure to check it out!

- WFTO Team
War for the Overworld - Noontide



Darkest Greetings Underlords,

We've just posted our State of the game video and retrospective on the development of WFTO and our future plans to our website. Be sure to check it out!

- WFTO Team
...

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