War for the Overworld - Noontide


Hey Folks,

Patch 1.1.22 is now available and with it come a bunch of new optimisations, fixes and a couple of small quality of life improvements.

Development of Patch 1.2 is now underway and you'll be able to find more about that in the coming weeks via our Newsletter!

Now without further a do here are the patch notes!

Gameplay & Balance Changes

General

  • It is now possible to claim the territory that belongs to a defeated ally player
  • Workers sacrificed on the Dungeon Core will immediately drop their gold on the vault, if no space is available the gold will be piled to the side.

Alchemy Lab (Room)
We’ve added the ability to sell your potions while they’re still brewing or sitting in your cauldron. We didn’t want players to feel punished for mistakenly selecting the wrong potion, in the same way that you can sell defences or constructs both as blueprints and once complete.

  • Sellback added for Potions in Cauldrons
  • Cancelling a potion that hasn’t started brewing will provide you with a 100% refund
  • Cancelling a potion in the first 5 seconds of brewing will provide you with a 100% refund
  • Cancelling a potion after 5 seconds of brewing will provide a 50% refund

Posession (Spell)

  • Fixed an exploit where it was possible to progress work significantly faster as a worker in possession

Obey (Spell) & Work-a-lot (Potion)

  • The Obey spell and Work-a-lot potion are now mutually exclusive and cannot be stacked on one and other


Performance Optimisations

  • Units are now appropriately culled when grabbed and dropped by remote players (AI or Human) this should herald some performance improvements where other Underlords are present on levels.
    • Previously units that were grabbed and dropped by other players were rendered for the local player regardless of their location.
  • Tiles will now cull properly even when their mesh changes off camera.
  • Small optimisation to Gateway colliders which should save a small amount of CPU time
  • Overhauled unit animations to reduce animation overhead at no visual loss
  • Small performance improvements when knocking out and claiming enemy Dungeons
  • Fixed a bug which caused duplicate wall connectors to be created on levels during editing
    • ~57,800 needless connectors removed from level 10 reducing file size from 1.2GB to 350MB this should decrease loading times (Down to 9.5 seconds from 15.5 seconds)


Visual Changes

  • Implemented Door toppers for Mira’s Doors
  • New Priestess and priestess boss visuals


Audio Changes

  • Win / Loss Advisor VO Added
  • New VO Alerts added
    • Alerts for Individual units becoming hungry, tired etc.
    • Other cases e.g. Vault full, Allied core under attack, enemy converting your minions
    • Alerts for Artefacts, each artefact now has VO associated for discovering identifying and using those artefacts


UI Changes

  • Summoned units no longer display a level on their unit shields
  • Introduced a tooltip on the payday indicator showing time until next payday and cost
  • 0.1 Second delay added to the info panel appearing, this functionality will be expanded upon in the future

AI Improvements

  • Workers should now be better at recovering corpses or unconscious units, especially when the fallen units are near to props


Level Changes

  • Fixed ritual availability being inconsistent between levels 7,9 and 10
  • Volcanic Bridge can now be unlocked on level 12
  • Ghoul number cap increased in Level 8 to ensure there are always Ghoul slots available
  • Minor layout changes on Level 11 to make finding the first gateway easier
  • Bridges on Level 11 are now floating above chasm and not on water
  • Small changes to “Eye of the Beholder” to ensure all players start on equal footing


Misc Changes

  • Updated UI Middleware, may yield some improvements and bug fixes for some users.
  • Units in the Arena now use a special mood not related to madness, this should prevent potential conflicts between the two states
  • Doubled the default speed of camera rotation
  • “Vault Full” Alert has been disabled in cases where the player has infinite gold


Bug Fixes

  • Blade Lotus, Gargoyle and Well of souls are once again buildable on stone bridges
  • Fixed a bug in C8 where reloading the level would cause all enemies to respawn
  • Fixed a bug where slave units (Ghouls etc.) would lose their masters on a reload
  • Various backend improvements to how the game unloads from Multiplayer matches
  • Enemy Blade Loti no longer show their shields or info panel tips while hidden
  • Well of Souls will now correctly work for clients
  • Fixed a bug where unit shields would not correctly hide on pickup
  • Fixed a potential delay that could cause problems in Multiplayer and Possession
  • Possession now works correctly on clients in Multiplayer
  • Fixed a bug with the Mana Shrine on Level 6 that was preventing it from working properly
  • The Emperor will no longer leave his chambers to attempt to sleep
  • Fixed an issue in Level 13 where loading a saved game that was saved after the drawbridge was brought down would cause the bridge to raise again
  • The “Leeeeroooy” achievement will no longer count the drawbridge Winches as optional objectives
  • The “My Pet Dungeon” achievement is now correctly awarded after spending 5 hours total in the Home Realm
  • Removed some duplicate props on Level 10
  • Minions will no longer get stuck on Ramparts that are placed on Stone Bridges
  • Fixed a bug where units could escape from the Arena
  • Cultists will no longer keep researching after all available aspects have been unlocked on a level that does not have all aspects available
  • Fixed units who have a focussed rally target attempting to attack that target while unconscious
  • Fixed a bug where cultists would not research artefacts when the sin cap is reached
  • Fixed an issue where the wrong progress would show in the info panel
  • Fixed the highguard spamming his snoring noise while asleep
  • Fixed the gold value of a blood money statue not decreasing as workers dig at the statue
  • Fixed native British members of the team complaining about the heat
  • Fixed an exploit where a player in spectator mode can move objects such as Artefacts and Gold Piles
  • Fixed an issue where Titans would not respond to their rally flag in Multiplayer
  • Shadows will now correctly fight one and other in the arena
  • Shadows can no longer leap out of the arena using their blink
  • Clients in multiplayer lobbies should now be able to see AI Difficulty levels
  • Archons will no longer raise wraiths from golden statues
  • Fixed a long standing bug where prisoners would continuously die when placed in prison causing them to be dropped from prison and returned to prison.
  • Fixed a bug where the player could not sacrifice prisoners for the vampire ritual
  • Fixed an issue where some attacks would push units into walls from the momentum of the attack
  • Fixed several issues with the Spirit Worker
War for the Overworld - Noontide


Hey Folks,

Patch 1.1.22 is now available and with it come a bunch of new optimisations, fixes and a couple of small quality of life improvements.

Development of Patch 1.2 is now underway and you'll be able to find more about that in the coming weeks via our Newsletter!

Now without further a do here are the patch notes!

Gameplay & Balance Changes

General

  • It is now possible to claim the territory that belongs to a defeated ally player
  • Workers sacrificed on the Dungeon Core will immediately drop their gold on the vault, if no space is available the gold will be piled to the side.

Alchemy Lab (Room)
We’ve added the ability to sell your potions while they’re still brewing or sitting in your cauldron. We didn’t want players to feel punished for mistakenly selecting the wrong potion, in the same way that you can sell defences or constructs both as blueprints and once complete.

  • Sellback added for Potions in Cauldrons
  • Cancelling a potion that hasn’t started brewing will provide you with a 100% refund
  • Cancelling a potion in the first 5 seconds of brewing will provide you with a 100% refund
  • Cancelling a potion after 5 seconds of brewing will provide a 50% refund

Posession (Spell)

  • Fixed an exploit where it was possible to progress work significantly faster as a worker in possession

Obey (Spell) & Work-a-lot (Potion)

  • The Obey spell and Work-a-lot potion are now mutually exclusive and cannot be stacked on one and other


Performance Optimisations

  • Units are now appropriately culled when grabbed and dropped by remote players (AI or Human) this should herald some performance improvements where other Underlords are present on levels.
    • Previously units that were grabbed and dropped by other players were rendered for the local player regardless of their location.
  • Tiles will now cull properly even when their mesh changes off camera.
  • Small optimisation to Gateway colliders which should save a small amount of CPU time
  • Overhauled unit animations to reduce animation overhead at no visual loss
  • Small performance improvements when knocking out and claiming enemy Dungeons
  • Fixed a bug which caused duplicate wall connectors to be created on levels during editing
    • ~57,800 needless connectors removed from level 10 reducing file size from 1.2GB to 350MB this should decrease loading times (Down to 9.5 seconds from 15.5 seconds)


Visual Changes

  • Implemented Door toppers for Mira’s Doors
  • New Priestess and priestess boss visuals


Audio Changes

  • Win / Loss Advisor VO Added
  • New VO Alerts added
    • Alerts for Individual units becoming hungry, tired etc.
    • Other cases e.g. Vault full, Allied core under attack, enemy converting your minions
    • Alerts for Artefacts, each artefact now has VO associated for discovering identifying and using those artefacts


UI Changes

  • Summoned units no longer display a level on their unit shields
  • Introduced a tooltip on the payday indicator showing time until next payday and cost
  • 0.1 Second delay added to the info panel appearing, this functionality will be expanded upon in the future

AI Improvements

  • Workers should now be better at recovering corpses or unconscious units, especially when the fallen units are near to props


Level Changes

  • Fixed ritual availability being inconsistent between levels 7,9 and 10
  • Volcanic Bridge can now be unlocked on level 12
  • Ghoul number cap increased in Level 8 to ensure there are always Ghoul slots available
  • Minor layout changes on Level 11 to make finding the first gateway easier
  • Bridges on Level 11 are now floating above chasm and not on water
  • Small changes to “Eye of the Beholder” to ensure all players start on equal footing


Misc Changes

  • Updated UI Middleware, may yield some improvements and bug fixes for some users.
  • Units in the Arena now use a special mood not related to madness, this should prevent potential conflicts between the two states
  • Doubled the default speed of camera rotation
  • “Vault Full” Alert has been disabled in cases where the player has infinite gold


Bug Fixes

  • Blade Lotus, Gargoyle and Well of souls are once again buildable on stone bridges
  • Fixed a bug in C8 where reloading the level would cause all enemies to respawn
  • Fixed a bug where slave units (Ghouls etc.) would lose their masters on a reload
  • Various backend improvements to how the game unloads from Multiplayer matches
  • Enemy Blade Loti no longer show their shields or info panel tips while hidden
  • Well of Souls will now correctly work for clients
  • Fixed a bug where unit shields would not correctly hide on pickup
  • Fixed a potential delay that could cause problems in Multiplayer and Possession
  • Possession now works correctly on clients in Multiplayer
  • Fixed a bug with the Mana Shrine on Level 6 that was preventing it from working properly
  • The Emperor will no longer leave his chambers to attempt to sleep
  • Fixed an issue in Level 13 where loading a saved game that was saved after the drawbridge was brought down would cause the bridge to raise again
  • The “Leeeeroooy” achievement will no longer count the drawbridge Winches as optional objectives
  • The “My Pet Dungeon” achievement is now correctly awarded after spending 5 hours total in the Home Realm
  • Removed some duplicate props on Level 10
  • Minions will no longer get stuck on Ramparts that are placed on Stone Bridges
  • Fixed a bug where units could escape from the Arena
  • Cultists will no longer keep researching after all available aspects have been unlocked on a level that does not have all aspects available
  • Fixed units who have a focussed rally target attempting to attack that target while unconscious
  • Fixed a bug where cultists would not research artefacts when the sin cap is reached
  • Fixed an issue where the wrong progress would show in the info panel
  • Fixed the highguard spamming his snoring noise while asleep
  • Fixed the gold value of a blood money statue not decreasing as workers dig at the statue
  • Fixed native British members of the team complaining about the heat
  • Fixed an exploit where a player in spectator mode can move objects such as Artefacts and Gold Piles
  • Fixed an issue where Titans would not respond to their rally flag in Multiplayer
  • Shadows will now correctly fight one and other in the arena
  • Shadows can no longer leap out of the arena using their blink
  • Clients in multiplayer lobbies should now be able to see AI Difficulty levels
  • Archons will no longer raise wraiths from golden statues
  • Fixed a long standing bug where prisoners would continuously die when placed in prison causing them to be dropped from prison and returned to prison.
  • Fixed a bug where the player could not sacrifice prisoners for the vampire ritual
  • Fixed an issue where some attacks would push units into walls from the momentum of the attack
  • Fixed several issues with the Spirit Worker
War for the Overworld - Noontide


Hey folks,

Patch 1.1.15 is now available and with it a huge sigh of relief is uttered by those on systems with less memory. We've made huge optimisations to how memory is managed in WFTO thanks in no small part to Unity 5.1. With up to 86% Decreases in the amount of memory used by the game.

But that's not all we've got plenty of balance changes to the Frostweaver, Ember Demon, Midas door and more in this patch alongside a huge number of fixes and other changes!

Sadly the notes are far too large to post here so head on over to our website to view the full notes!

Let us know how you get on with the latest patch and if there are any issues be sure to bring them to our attention as soon as possible. We fixed a long standing bug this patch thanks to the information provided by our community members!

Unitl next time Underlord!

-WFTO Team
War for the Overworld - Noontide


Hey folks,

Patch 1.1.15 is now available and with it a huge sigh of relief is uttered by those on systems with less memory. We've made huge optimisations to how memory is managed in WFTO thanks in no small part to Unity 5.1. With up to 86% Decreases in the amount of memory used by the game.

But that's not all we've got plenty of balance changes to the Frostweaver, Ember Demon, Midas door and more in this patch alongside a huge number of fixes and other changes!

Sadly the notes are far too large to post here so head on over to our website to view the full notes!

Let us know how you get on with the latest patch and if there are any issues be sure to bring them to our attention as soon as possible. We fixed a long standing bug this patch thanks to the information provided by our community members!

Unitl next time Underlord!

-WFTO Team
War for the Overworld - Noontide


Greetings Underlords,

It's the end of an era as our final WFTO Wednesday after two and a half years of regular weekly updates goes out. In it is a brief roadmap on what to expect in the next few months as well as information on how to signup for our newsletter and keep up to date on the latest developments.

Fear not though we'll be keeping on top of Steam Announcements as well! This isn't the end just a new beginning!

Click here to read the full post!

Cheers!

-WFTO Team
War for the Overworld - Noontide


Greetings Underlords,

It's the end of an era as our final WFTO Wednesday after two and a half years of regular weekly updates goes out. In it is a brief roadmap on what to expect in the next few months as well as information on how to signup for our newsletter and keep up to date on the latest developments.

Fear not though we'll be keeping on top of Steam Announcements as well! This isn't the end just a new beginning!

Click here to read the full post!

Cheers!

-WFTO Team
War for the Overworld - Noontide


Hey folks,

Patch 1.1.7 is now available and with it comes a couple more gameplay and balance changes including one most regularly requested. We've also squashed a handful of bugs that have been reported over the last couple of days! If you're having any issues keep those reports coming so we can identify and fix problems as soon as possible!

If you've not read the Patch 1.1 Patch notes yet you can do so here!


Gameplay & Balance Changes

Unit Spawning

  • Unit spawning now takes into account the current army composition of the player and will now spawn

Ember Demon

We're continuning to tune the Ember Demon to focus on two specific roles: Small skirmishes and destroying defences. The single target damage has been heavily increased and the AoE burst damage is now all but gone. Across the board they now have less damage overall, but we've doubled their bonus damage to defences to compensate. Finally, we've added a knockback to Ember Spirit to prevent an entire army being killed after defeating a few Ember Demons.

  • Health increased to 1000 (from 700)
  • Basic attack: Damage increased to 75 (from 30)
  • Basic attack: Cooldown reduced to 2.5s (from 3s)
  • Flare: Damage reduced to 0 (from 50)
  • Flare: Range increased to 3 tiles (from 2)
  • Flare: Cooldown increased to 10s (from 5s)
  • Ember Spirit: Damage reduced to 75 (from 125)
  • Ember Spirit: Added a small knockback
  • Ember Spirit: Added a 2s stun
  • Ember Spirit: Range reduced to 2 tiles (from 4)
  • Collateral Damage: Bonus damage to defences increased to 100% (from 50%)
  • Firecracker (AoE damage + stun ability) removed
  • New ability: Immolation: Applies a stack to nearby enemies (1 tile radius) every 2.5 seconds which lasts for 10 seconds and deals 3 damage per second. Stacks up to 5 times, and new stacks will reset the duration of old stacks.

Worker

Over the months since release we’ve received significant feedback on how you would like to see worker’s gain experience and levels enabling them to potentially defeat other workers in combat and increase the effectiveness of your work force. We’ve listened and we’re pleased to deliver these changes!

  • Workers can now level up through performing work tasks.
  • Gain health, damage, work speed and movement speed per level


UI Changes

  • Option added to reset hotkeys to default


AI Changes

  • Units will now ignore rally flags for 30 seconds after being dropped on a prop
  • AI players will no longer try to attack players who have been defeated


Misc Changes

  • It is now possible to select a random start location in Multiplayer
  • The game now cleans up data much better when leaving the lobby


Bug Fixes

  • Fixed some props (Torture / Crypt) not accepting dropped units
  • Fixed that themed walls were not showing colours on impenetrable walls
  • Fixed a bug where the “Dalaran Shield” in Level 13 would disappear on a save
  • Fixed a potential issue with Saving and Loading
  • Vampire Ritual now once again supports sacrificing prsioners
  • Fixed an issue where Skirmish AI would not load correctly after a save
  • Fixed an issue where Necromancers and Beasts would not respond to rally flags
  • Fixed several issues where delay between working voiceovers
  • Fixed a visual issue where summon worker would not correctly show
  • Highguard corruption has been fixed
  • The Emperors throne in level 13 is no longer walkable
  • Fixed several issues with clients casting Blood Money in Multiplayer
  • Fixed a bug where entering a cut-scene while in possession would cause the camera to become unusable

That's it for this patch, keep your eyes open for further developments in the next few days!

Until next time Underlord,

-WFTO Team
War for the Overworld - Noontide


Hey folks,

Patch 1.1.7 is now available and with it comes a couple more gameplay and balance changes including one most regularly requested. We've also squashed a handful of bugs that have been reported over the last couple of days! If you're having any issues keep those reports coming so we can identify and fix problems as soon as possible!

If you've not read the Patch 1.1 Patch notes yet you can do so here!


Gameplay & Balance Changes

Unit Spawning

  • Unit spawning now takes into account the current army composition of the player and will now spawn

Ember Demon

We're continuning to tune the Ember Demon to focus on two specific roles: Small skirmishes and destroying defences. The single target damage has been heavily increased and the AoE burst damage is now all but gone. Across the board they now have less damage overall, but we've doubled their bonus damage to defences to compensate. Finally, we've added a knockback to Ember Spirit to prevent an entire army being killed after defeating a few Ember Demons.

  • Health increased to 1000 (from 700)
  • Basic attack: Damage increased to 75 (from 30)
  • Basic attack: Cooldown reduced to 2.5s (from 3s)
  • Flare: Damage reduced to 0 (from 50)
  • Flare: Range increased to 3 tiles (from 2)
  • Flare: Cooldown increased to 10s (from 5s)
  • Ember Spirit: Damage reduced to 75 (from 125)
  • Ember Spirit: Added a small knockback
  • Ember Spirit: Added a 2s stun
  • Ember Spirit: Range reduced to 2 tiles (from 4)
  • Collateral Damage: Bonus damage to defences increased to 100% (from 50%)
  • Firecracker (AoE damage + stun ability) removed
  • New ability: Immolation: Applies a stack to nearby enemies (1 tile radius) every 2.5 seconds which lasts for 10 seconds and deals 3 damage per second. Stacks up to 5 times, and new stacks will reset the duration of old stacks.

Worker

Over the months since release we’ve received significant feedback on how you would like to see worker’s gain experience and levels enabling them to potentially defeat other workers in combat and increase the effectiveness of your work force. We’ve listened and we’re pleased to deliver these changes!

  • Workers can now level up through performing work tasks.
  • Gain health, damage, work speed and movement speed per level


UI Changes

  • Option added to reset hotkeys to default


AI Changes

  • Units will now ignore rally flags for 30 seconds after being dropped on a prop
  • AI players will no longer try to attack players who have been defeated


Misc Changes

  • It is now possible to select a random start location in Multiplayer
  • The game now cleans up data much better when leaving the lobby


Bug Fixes

  • Fixed some props (Torture / Crypt) not accepting dropped units
  • Fixed that themed walls were not showing colours on impenetrable walls
  • Fixed a bug where the “Dalaran Shield” in Level 13 would disappear on a save
  • Fixed a potential issue with Saving and Loading
  • Vampire Ritual now once again supports sacrificing prsioners
  • Fixed an issue where Skirmish AI would not load correctly after a save
  • Fixed an issue where Necromancers and Beasts would not respond to rally flags
  • Fixed several issues where delay between working voiceovers
  • Fixed a visual issue where summon worker would not correctly show
  • Highguard corruption has been fixed
  • The Emperors throne in level 13 is no longer walkable
  • Fixed several issues with clients casting Blood Money in Multiplayer
  • Fixed a bug where entering a cut-scene while in possession would cause the camera to become unusable

That's it for this patch, keep your eyes open for further developments in the next few days!

Until next time Underlord,

-WFTO Team
War for the Overworld - Noontide


Hey folks,

We've got a big old WFTO Wednesday update for you today including quite a few topics. Such as:

  • Dev Diary & Richard Ridings Video
  • Minor Patches over the past few days
  • Steam Sale
  • Sign-ups for our new newsletter!
  • The impending demise of WFTO Wednesdays
  • and a brief Kickstarter update

There's far too much for me to summarise here so head on over to our website to read the full thing!

Click here to read the full post!

Cheers!

-WFTO Team
War for the Overworld - Noontide


Hey folks,

We've got a big old WFTO Wednesday update for you today including quite a few topics. Such as:

  • Dev Diary & Richard Ridings Video
  • Minor Patches over the past few days
  • Steam Sale
  • Sign-ups for our new newsletter!
  • The impending demise of WFTO Wednesdays
  • and a brief Kickstarter update

There's far too much for me to summarise here so head on over to our website to read the full thing!

Click here to read the full post!

Cheers!

-WFTO Team
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