Yesterday we posted some truly ambitious release notes for the upcoming patch 1.4. Unfortunately we must announce to you today that in fact those were a cleverly conceived ruse, concocted by the brilliant minds at Brightrock Games and their merry band of volunteer QA analysts.
Indeed we are talking joke of the decade, jape of the century and April, May, June and July fools all at once. What’s that? You weren’t fooled at all? Alas it appears as though our carefully concocted plans were foiled.
No matter, we feel that we owe you an additional announcement today so today we’re going to expand, very briefly, on the new Titan systems that are being added in Patch 1.4.
Titans in 1.4
We’ve been listening to feedback on the Titans since the game launched last year. With the changes coming in 1.4 we’re looking to make them more impressive, powerful and less readily available.
In the current game, once you have unlocked the aspects in the Veins that you need you can continue to spam Titans at an alarming rate, with barely any cost or repercussion. This results in tactics such as the fabled Behemoth rush strategy which has been a thorn in the side of multiplayer players for many months.
To address this we’re making several changes to the Titan system so that they fit their purpose as living super weapons more snugly:
All three Titans have received significant stat buffs, positioning them unconditionally as the strongest units in the game. Deploying one of these will certainly be a game changing moment.
All Titans now cost 3 Sins rather than 1, raising the requirement for owning one.
Upon selecting a Titan from the Veins a summoning stone will appear near the player’s core, this stone will remain for five minutes and can be damaged or destroyed, after 5 minutes the desired Titan will spawn.
All players will receive a warning both when a Summoning stone is placed and when a Titan is spawned.
Titans will spawn with HP directly proportional to the remaining HP of the summoning stone.
These changes should make the gameplay around Titans more involved, it’s now possible to counter a Titan before it spawns and impossible to instantly replace one when it is destroyed; making them more valuable and less expendable.
We’re also giving them a visual overhaul with new VFX auras, see the video below for a peek at these!
As a final message today we’d like to acknowledge the excellent work put into the April Fools patch notes by our voluntary QA Team, especially Fireeye who played a key role in organising the whole thing.
If you enjoyed our April Fools patch notes this year you can have a look back at previous years by checking out the April Fools category!
Yesterday we posted some truly ambitious release notes for the upcoming patch 1.4. Unfortunately we must announce to you today that in fact those were a cleverly conceived ruse, concocted by the brilliant minds at Brightrock Games and their merry band of volunteer QA analysts.
Indeed we are talking joke of the decade, jape of the century and April, May, June and July fools all at once. What’s that? You weren’t fooled at all? Alas it appears as though our carefully concocted plans were foiled.
No matter, we feel that we owe you an additional announcement today so today we’re going to expand, very briefly, on the new Titan systems that are being added in Patch 1.4.
Titans in 1.4
We’ve been listening to feedback on the Titans since the game launched last year. With the changes coming in 1.4 we’re looking to make them more impressive, powerful and less readily available.
In the current game, once you have unlocked the aspects in the Veins that you need you can continue to spam Titans at an alarming rate, with barely any cost or repercussion. This results in tactics such as the fabled Behemoth rush strategy which has been a thorn in the side of multiplayer players for many months.
To address this we’re making several changes to the Titan system so that they fit their purpose as living super weapons more snugly:
All three Titans have received significant stat buffs, positioning them unconditionally as the strongest units in the game. Deploying one of these will certainly be a game changing moment.
All Titans now cost 3 Sins rather than 1, raising the requirement for owning one.
Upon selecting a Titan from the Veins a summoning stone will appear near the player’s core, this stone will remain for five minutes and can be damaged or destroyed, after 5 minutes the desired Titan will spawn.
All players will receive a warning both when a Summoning stone is placed and when a Titan is spawned.
Titans will spawn with HP directly proportional to the remaining HP of the summoning stone.
These changes should make the gameplay around Titans more involved, it’s now possible to counter a Titan before it spawns and impossible to instantly replace one when it is destroyed; making them more valuable and less expendable.
We’re also giving them a visual overhaul with new VFX auras, see the video below for a peek at these!
As a final message today we’d like to acknowledge the excellent work put into the April Fools patch notes by our voluntary QA Team, especially Fireeye who played a key role in organising the whole thing.
If you enjoyed our April Fools patch notes this year you can have a look back at previous years by checking out the April Fools category!
With WFTOs first expansion, Heart of Gold, on the cards this month we felt that now would be a good time to share some highlights from the upcoming v1.4.2016 patch. Among these pages you’ll find some of the changes we’re most excited about, many of which have been inspired by your own suggestions.
So without further ado we’d like to introduce you to Patch 1.4.2016 “Fools Gold” which will be releasing alongside Heart of Gold this month!
Read on Underlord!
General Changes
Following ample of feedback concerning the game’s pace, we have come to the conclusion that the gameplay is much too slow for many players. Because of this, the game speed slider now is locked at 150% speed for skirmish games and scenarios, and 200% speed for the campaign.
To emphasize the game’s comical nature, the main menu screen will now permanently feature the backside of a Chunder.
To prevent the game from being overly repetitive, the “Load” function now randomly loads one of the player’s save files rather than the desired one.
As we felt that the Home Realm didn’t feel fresh and exciting enough, it now will automatically be reset roughly once every thirty minutes.
Given that you never actually venture to the Overworld, the game’s title has been changed to “War for the Underworld (WftU)”.
Impenetrable Earth can now be mined but it will take your workers 24 hours to excavate a single tile.
Units
Worker
Workers no longer lock any of the player’s mana, but instead lock RAM. Every worker above the fifth one will lead to increasing performance issues for the player, making a good balance between worker numbers and hardware quality crucial.
Mistreated workers can now form unions.
Workers may now level up to level 60. Players who buy the Heart of Gold DLC may level their workers up to level 70.
To aid players with a defensive playstyle, workers will now prioritize fortifying walls over all other tasks unless manually ordered around by the player.
Gnarling
Now has a significantly higher spawning rate than all other minions as we felt there weren’t enough of them on the battlefield.
Renamed to Goblin.
Cultist
Cultists now know who Brian is.
Chunder
To enhance the simulation experience expected from War for the Overworld, units will now refuse to work, eat or sleep in rooms which contain a chunder due to the unbearable stench.
Crackpot
Due to their volatile potions, picking up and dropping a Crackpot will now cause it to explode, killing the unit and destroying all wall tiles in a small radius.
Succubus
Now makes suggestive noises when torturing units in the Torture Chamber
We have removed the Succubus “Over the Shoulder” victory pose. We felt the pose was far too sexual and did not fit her character as a “vile demonic temptress of men and women”. All other aspects of the Succubus remain the same.
Based on popular community feedback the Succubus will now have scalable breast size, you can find the new “Bazonga” slider in the gameplay options menu.
There is now a small chance that the Succubus “Charm” ability will backfire, causing her to fall in love with the target. In this case they will both return to surface world to produce a batch of quarter demonic children who will subsequently star as badly written RPG characters.
Augre
In respect to his Augmented status the Augre has received new voice lines such as “I never asked for this”, “What a shame” and “My vision is augmented” He’s also taken to wearing sunglasses, despite being underground.
All Augres have mysteriously grown a tail.
Beastmaster
Will now refuse to eat pigs in the Slaughterpen due to family matters (but you can still trick him to eat in the tavern. You monster)
Shadow
Fixed a bug that caused the Shadow’s invisibility to be non-functional. The Shadow is now invisible to all players as intended (including his owner).
Bafu
Now turns into a level 1 Dragon upon reaching level 10.
Is now correctly referred to as “Bad Ass Flying Unit”
Vampire
Fixed a VFX bug that caused the Vampire not to sparkle when he stands close to light sources.
Behemoth
Now literally an unstoppable force, once spawned will choose a random direction and velocity then crash through any wall, object, defence, unit or Dungeon Core that gets in it’s way until it leaves the map.
Eternal
Now literally and immovable object. The eternal cannot take damage and cannot move from it’s spawn coordinates under any conditions. If a Behemoth collides with an eternal units will crowd around and debate the philosophical implications until the game crashes.
Archon
Removed from the game to make room for a new titan.
New Titan: The Horned Reaper
A new Titan, the Horned Reaper has been added to the game
The Horned Reaper can be summoned using a Magical Talisman and will last 60 seconds, or until slapped
The Horned Reaper is far, far more powerful than the other Titans in the game and will cause them all to flee instantly upon seeing him.
Magical Talismans can be purchased from the Steam store for $1.99, or in a bundle of 10 for $15.99
Spells
Lightning
Can no longer be called down on the same tile twice.
Heal
Will now remove 250 gold per cast from all affected units, unless those units have Health Insurance. Will ruin the life of any unit unable to pay.
Enrage
Now actually makes the target minion mad.
Fixed a bug which made it impossible to cast this spell on enemy minions.
Blood Money
Fixed a bug which made it impossible to use this spell in the “water” tiles of Rhaskos’ realm.
Fixed a bug where Blood Money would affect other biological aspects of the target creature. Now only the blood is affected, instantly killing the creature but leaving a perfectly preserved golden copy of it’s circulatory system that you can submit to a museum.
Magical Meat
Due to heavy criticism by animal rights’ groups, micropiglets spawned by ‘Magical Meat’ now come equipped with parachutes to soften their landing.
New Spell: Micropiglet
Turns the target minion into a micropiglet for 30 seconds.
These pigs can be eaten by other minions.
However, this can have unexpected side-effects when the 30 seconds are up.
Potions
Haste Potion
Now makes affected units turn blue for the duration of the potion’s effect to make it easier to tell them apart from minions that can’t go fast.
Wormhole
Wormhole now has three distinct effects:
May open a wormhole to a alternate dimension where the servants of the Empire are evil, Underlord minions are good and everyone has hysterically unstylish facial hair. Apart from Dwarves, who have no facial hair and are thusly shunned by their allies.
May open a wormhole to an alternate universe where the servants of the Empire are a spacefaring race of doctors who seek out and cure all maladies.
May open a wormhole into deep space causing all affected minions to be lost permanently and potentially causing a permanent rupture in the space time continuum.
Also houses ravenous worms.
Rituals
Overload
The enhanced mana regeneration caused by this ritual has been further increased. However, if the players does not cast enough spells during the ritual’s time of effect and they return to full mana, the mana bar will explode, killing the player.
Avarice
Now automatically casts upon building a Sanctuary.
Revelation
Now queues up the Armageddon ritual after completion.
Uprising
Now causes all units in the player’s command to rebel and depose them. Causing an instant loss and deleting the game from their hard drive.
Armageddon
Literally ends the world. DO NOT USE
Icon replaced with a big red button with a sticky note saying “DO NOT USE”
Rooms
Barracks
The player can now stuff additional micropiglets from the Slaughterpen into the training dummies of the barracks, which increases the work efficiency of minions training at the enriched dummies.
Tavern
Every 1,000th meal will now be a ‘Jackpot Dinner’, which will be (loudly) announced by Mendechaus and followed up with a delightful rendition of ‘Disco Inferno’ whilst nearby minions show off their newly implemented “Dance” animations.
Wooden Bridge & Stone Bridge
Both of these bridges have been removed in order to encourage players to use the Volcanic Bridge spell.
Slaughterpen
Micropiglets will now leave the Slaughterpen and stalk your dungeon. Beware.
Defenses
Wooden Door
As we felt that players were not polite enough to their minions, the wooden door now remains closed to minions trying to pass through it unless the player holds it open for them with the hand of evil.
Portcullis
Same as above, except the player has to pull it up instead of holding it open. As an added side effect, letting go of the portcullis will cause it to squash whatever unfortunate minions may currently stand under it.
Midas Door
All Midas Doors are now subject to VAT (Value Added Tax) and will now cost an additional 20% of their previous price.
Glacial Door
To limit the amount of micro-management needed for effective use of the Glacial Door, it can now no longer be opened at all.
Glacial doors can now shift across the map gradually at a pace of 1 meter per day.
Augrum Wall
Augrum walls are now made from Augres instead of defence parts.
Constructs
Replacement Earth
To encourage well-planned dungeons the price of “Replacement Earth” has been increased to 10,000 gold, each additional replacement earth will increase this price by 5000 gold.
Warding Totem
Can now only be built in 2v2 games and only if the player formally announces he will go “Support” while in the mutliplayer lobby or at the start of the game.
Ember Rift
Ember demons spawned from the rift now place an additional rift every 5 seconds, these additional rifts are free from mana locking and will spawn further Ember demons which will then create further rifts, until the game crashes.
Shrine Changes
Gold Shrine
To simulate the hyperinflation that an unlimited source of gold would produce, all gold prices in the game will increase by 5% for every 10,000 gold mined from a Gold Shrine.
Manufacturing Shrine
Manufacturing Shrines have been tweaked so that they now continue to produce defense parts indefinitely until claimed by an Underlord. This adds a cool new gameplay element that forces the player(s) to claim the shrine before the accumulated mass of defense parts crashes the game.
New Artefact: Transfer Creature
This new artefact will allow the player who activates it to transfer one of their minions to the next single player level or multiplayer game they play.
Only works with level 1 minions.
Misc. Changes and Bugfixes
Fixed a bug that made it impossible for the player to claim the Kenos before Mira did in Campaign Mission 10.
Fixed a bug that prevented the three AI Underlords in Campaign Mission 12 from attacking all at once.
Removed Herobrine.
Fixed several bugs that allowed the player to win against the Steven Fright
AI personality on any difficulty setting.
Fixed the bugs on the floor of the game’s main menu.
Fixed two bugs that caused the Imperial attack waves in Campaign Missions 7 and 9 to attack much later than planned.
The game should now feel snappier.
Replaced Placeholder Bard Voiceovers with the correct Voiceovers recorded by Simburgur.
Minions will no longer cross the river to the west.
With WFTOs first expansion, Heart of Gold, on the cards this month we felt that now would be a good time to share some highlights from the upcoming v1.4.2016 patch. Among these pages you’ll find some of the changes we’re most excited about, many of which have been inspired by your own suggestions.
So without further ado we’d like to introduce you to Patch 1.4.2016 “Fools Gold” which will be releasing alongside Heart of Gold this month!
Read on Underlord!
General Changes
Following ample of feedback concerning the game’s pace, we have come to the conclusion that the gameplay is much too slow for many players. Because of this, the game speed slider now is locked at 150% speed for skirmish games and scenarios, and 200% speed for the campaign.
To emphasize the game’s comical nature, the main menu screen will now permanently feature the backside of a Chunder.
To prevent the game from being overly repetitive, the “Load” function now randomly loads one of the player’s save files rather than the desired one.
As we felt that the Home Realm didn’t feel fresh and exciting enough, it now will automatically be reset roughly once every thirty minutes.
Given that you never actually venture to the Overworld, the game’s title has been changed to “War for the Underworld (WftU)”.
Impenetrable Earth can now be mined but it will take your workers 24 hours to excavate a single tile.
Units
Worker
Workers no longer lock any of the player’s mana, but instead lock RAM. Every worker above the fifth one will lead to increasing performance issues for the player, making a good balance between worker numbers and hardware quality crucial.
Mistreated workers can now form unions.
Workers may now level up to level 60. Players who buy the Heart of Gold DLC may level their workers up to level 70.
To aid players with a defensive playstyle, workers will now prioritize fortifying walls over all other tasks unless manually ordered around by the player.
Gnarling
Now has a significantly higher spawning rate than all other minions as we felt there weren’t enough of them on the battlefield.
Renamed to Goblin.
Cultist
Cultists now know who Brian is.
Chunder
To enhance the simulation experience expected from War for the Overworld, units will now refuse to work, eat or sleep in rooms which contain a chunder due to the unbearable stench.
Crackpot
Due to their volatile potions, picking up and dropping a Crackpot will now cause it to explode, killing the unit and destroying all wall tiles in a small radius.
Succubus
Now makes suggestive noises when torturing units in the Torture Chamber
We have removed the Succubus “Over the Shoulder” victory pose. We felt the pose was far too sexual and did not fit her character as a “vile demonic temptress of men and women”. All other aspects of the Succubus remain the same.
Based on popular community feedback the Succubus will now have scalable breast size, you can find the new “Bazonga” slider in the gameplay options menu.
There is now a small chance that the Succubus “Charm” ability will backfire, causing her to fall in love with the target. In this case they will both return to surface world to produce a batch of quarter demonic children who will subsequently star as badly written RPG characters.
Augre
In respect to his Augmented status the Augre has received new voice lines such as “I never asked for this”, “What a shame” and “My vision is augmented” He’s also taken to wearing sunglasses, despite being underground.
All Augres have mysteriously grown a tail.
Beastmaster
Will now refuse to eat pigs in the Slaughterpen due to family matters (but you can still trick him to eat in the tavern. You monster)
Shadow
Fixed a bug that caused the Shadow’s invisibility to be non-functional. The Shadow is now invisible to all players as intended (including his owner).
Bafu
Now turns into a level 1 Dragon upon reaching level 10.
Is now correctly referred to as “Bad Ass Flying Unit”
Vampire
Fixed a VFX bug that caused the Vampire not to sparkle when he stands close to light sources.
Behemoth
Now literally an unstoppable force, once spawned will choose a random direction and velocity then crash through any wall, object, defence, unit or Dungeon Core that gets in it’s way until it leaves the map.
Eternal
Now literally and immovable object. The eternal cannot take damage and cannot move from it’s spawn coordinates under any conditions. If a Behemoth collides with an eternal units will crowd around and debate the philosophical implications until the game crashes.
Archon
Removed from the game to make room for a new titan.
New Titan: The Horned Reaper
A new Titan, the Horned Reaper has been added to the game
The Horned Reaper can be summoned using a Magical Talisman and will last 60 seconds, or until slapped
The Horned Reaper is far, far more powerful than the other Titans in the game and will cause them all to flee instantly upon seeing him.
Magical Talismans can be purchased from the Steam store for $1.99, or in a bundle of 10 for $15.99
Spells
Lightning
Can no longer be called down on the same tile twice.
Heal
Will now remove 250 gold per cast from all affected units, unless those units have Health Insurance. Will ruin the life of any unit unable to pay.
Enrage
Now actually makes the target minion mad.
Fixed a bug which made it impossible to cast this spell on enemy minions.
Blood Money
Fixed a bug which made it impossible to use this spell in the “water” tiles of Rhaskos’ realm.
Fixed a bug where Blood Money would affect other biological aspects of the target creature. Now only the blood is affected, instantly killing the creature but leaving a perfectly preserved golden copy of it’s circulatory system that you can submit to a museum.
Magical Meat
Due to heavy criticism by animal rights’ groups, micropiglets spawned by ‘Magical Meat’ now come equipped with parachutes to soften their landing.
New Spell: Micropiglet
Turns the target minion into a micropiglet for 30 seconds.
These pigs can be eaten by other minions.
However, this can have unexpected side-effects when the 30 seconds are up.
Potions
Haste Potion
Now makes affected units turn blue for the duration of the potion’s effect to make it easier to tell them apart from minions that can’t go fast.
Wormhole
Wormhole now has three distinct effects:
May open a wormhole to a alternate dimension where the servants of the Empire are evil, Underlord minions are good and everyone has hysterically unstylish facial hair. Apart from Dwarves, who have no facial hair and are thusly shunned by their allies.
May open a wormhole to an alternate universe where the servants of the Empire are a spacefaring race of doctors who seek out and cure all maladies.
May open a wormhole into deep space causing all affected minions to be lost permanently and potentially causing a permanent rupture in the space time continuum.
Also houses ravenous worms.
Rituals
Overload
The enhanced mana regeneration caused by this ritual has been further increased. However, if the players does not cast enough spells during the ritual’s time of effect and they return to full mana, the mana bar will explode, killing the player.
Avarice
Now automatically casts upon building a Sanctuary.
Revelation
Now queues up the Armageddon ritual after completion.
Uprising
Now causes all units in the player’s command to rebel and depose them. Causing an instant loss and deleting the game from their hard drive.
Armageddon
Literally ends the world. DO NOT USE
Icon replaced with a big red button with a sticky note saying “DO NOT USE”
Rooms
Barracks
The player can now stuff additional micropiglets from the Slaughterpen into the training dummies of the barracks, which increases the work efficiency of minions training at the enriched dummies.
Tavern
Every 1,000th meal will now be a ‘Jackpot Dinner’, which will be (loudly) announced by Mendechaus and followed up with a delightful rendition of ‘Disco Inferno’ whilst nearby minions show off their newly implemented “Dance” animations.
Wooden Bridge & Stone Bridge
Both of these bridges have been removed in order to encourage players to use the Volcanic Bridge spell.
Slaughterpen
Micropiglets will now leave the Slaughterpen and stalk your dungeon. Beware.
Defenses
Wooden Door
As we felt that players were not polite enough to their minions, the wooden door now remains closed to minions trying to pass through it unless the player holds it open for them with the hand of evil.
Portcullis
Same as above, except the player has to pull it up instead of holding it open. As an added side effect, letting go of the portcullis will cause it to squash whatever unfortunate minions may currently stand under it.
Midas Door
All Midas Doors are now subject to VAT (Value Added Tax) and will now cost an additional 20% of their previous price.
Glacial Door
To limit the amount of micro-management needed for effective use of the Glacial Door, it can now no longer be opened at all.
Glacial doors can now shift across the map gradually at a pace of 1 meter per day.
Augrum Wall
Augrum walls are now made from Augres instead of defence parts.
Constructs
Replacement Earth
To encourage well-planned dungeons the price of “Replacement Earth” has been increased to 10,000 gold, each additional replacement earth will increase this price by 5000 gold.
Warding Totem
Can now only be built in 2v2 games and only if the player formally announces he will go “Support” while in the mutliplayer lobby or at the start of the game.
Ember Rift
Ember demons spawned from the rift now place an additional rift every 5 seconds, these additional rifts are free from mana locking and will spawn further Ember demons which will then create further rifts, until the game crashes.
Shrine Changes
Gold Shrine
To simulate the hyperinflation that an unlimited source of gold would produce, all gold prices in the game will increase by 5% for every 10,000 gold mined from a Gold Shrine.
Manufacturing Shrine
Manufacturing Shrines have been tweaked so that they now continue to produce defense parts indefinitely until claimed by an Underlord. This adds a cool new gameplay element that forces the player(s) to claim the shrine before the accumulated mass of defense parts crashes the game.
New Artefact: Transfer Creature
This new artefact will allow the player who activates it to transfer one of their minions to the next single player level or multiplayer game they play.
Only works with level 1 minions.
Misc. Changes and Bugfixes
Fixed a bug that made it impossible for the player to claim the Kenos before Mira did in Campaign Mission 10.
Fixed a bug that prevented the three AI Underlords in Campaign Mission 12 from attacking all at once.
Removed Herobrine.
Fixed several bugs that allowed the player to win against the Steven Fright
AI personality on any difficulty setting.
Fixed the bugs on the floor of the game’s main menu.
Fixed two bugs that caused the Imperial attack waves in Campaign Missions 7 and 9 to attack much later than planned.
The game should now feel snappier.
Replaced Placeholder Bard Voiceovers with the correct Voiceovers recorded by Simburgur.
Minions will no longer cross the river to the west.
The Emperor is gone and the Empire rudderless, the balance of power easily swayed to any Underlord that is not 600 feet under. You will now assume the role of rival Underlord, Kasita, and with the mentorship of the deliciously sardonic Mendechaus (voiced by Richard Ridings), you will sate your thirst for wealth and power in the golden and volcanic dukedom of Phaestus.
The word in the Underworld is that Kasita’s heart is a giant gemstone, hewn from the dirt by her prospecting workers. They say molten gold flows through her cavernous, subterranean arteries, and that soon her temper shall erupt in an all-consuming gold rush of greed! Miserly miners beware ...
War for the Overworld’s first expansion, Heart of Gold, continues where the story left off, with 4 earth-shattering new Campaign levels, a smattering of new defences, units and spells, and a gleaming new Dungeon Theme! This builds upon the 39 free patches that have massively improved the game since launch, including the recently released patch 1.3 with a map editor and Steam Workshop support.
An expanded story told across 4 brand new, fully voice acted Campaign levels, this time played from the perspective of Underlord Kasita. The levels are more open-ended than in the original game, directly addressing feedback from our most loyal Underlords.
An additional 4 Aspects to master: Sentinel (defence), Gild (spell), Aureate Monolith (construct), and a golden Titan - the Colossus. More details to be revealed soon.
A new Dungeon Theme for Kasita, which includes a Dungeon Core, new tiles and walls, a Worker skin, and a much-requested custom Underlord hand.
New terrain, system overhauls, map editor features and much more!
Priced at just £5.59 / $7.99 / 7.99€, the Heart of Gold expansion will be released on Steam in April 2016.
Heart of Gold also constitutes the Early Adopter Bonus (FAQ) for those that purchased War for the Overworld on or before May 2nd, 2015 (which includes Kickstarter backers, Early Access customers, and owners of the physical Underlord Edition). These Underlords will be able to download Heart of Gold from Steam for free when it launches.
Patch 1.4
This expansion is the next in a long line of updates that have added heaps of new content and fixes since launch. Some of the meatiest updates so far: 4-player multiplayer; a map editor with Steam Workshop support; balance passes to improve single-player and multiplayer; addressing player feedback on the UI, room efficiency, adjustable game speed and more.
Heart of Gold will release alongside Patch 1.4 which will introduce a huge range of changes and improvements to the base game including:
Revamped Titan system
Revamped combat
New unit voices, VFX, animations and behaviours
Significant performance improvements
New systems such as the peace warband to keep specific units out of combat
Improved AI which makes use of Titans and Artefacts properly
Improved UI including a new payday overlay
Many balance improvements including a revamp of the unit leveling system, making high level units more valuable
Many more gameplay improvements
We look forward to seeing your response and feedback in April!
The Emperor is gone and the Empire rudderless, the balance of power easily swayed to any Underlord that is not 600 feet under. You will now assume the role of rival Underlord, Kasita, and with the mentorship of the deliciously sardonic Mendechaus (voiced by Richard Ridings), you will sate your thirst for wealth and power in the golden and volcanic dukedom of Phaestus.
The word in the Underworld is that Kasita’s heart is a giant gemstone, hewn from the dirt by her prospecting workers. They say molten gold flows through her cavernous, subterranean arteries, and that soon her temper shall erupt in an all-consuming gold rush of greed! Miserly miners beware ...
War for the Overworld’s first expansion, Heart of Gold, continues where the story left off, with 4 earth-shattering new Campaign levels, a smattering of new defences, units and spells, and a gleaming new Dungeon Theme! This builds upon the 39 free patches that have massively improved the game since launch, including the recently released patch 1.3 with a map editor and Steam Workshop support.
An expanded story told across 4 brand new, fully voice acted Campaign levels, this time played from the perspective of Underlord Kasita. The levels are more open-ended than in the original game, directly addressing feedback from our most loyal Underlords.
An additional 4 Aspects to master: Sentinel (defence), Gild (spell), Aureate Monolith (construct), and a golden Titan - the Colossus. More details to be revealed soon.
A new Dungeon Theme for Kasita, which includes a Dungeon Core, new tiles and walls, a Worker skin, and a much-requested custom Underlord hand.
New terrain, system overhauls, map editor features and much more!
Priced at just £5.59 / $7.99 / 7.99€, the Heart of Gold expansion will be released on Steam in April 2016.
Heart of Gold also constitutes the Early Adopter Bonus (FAQ) for those that purchased War for the Overworld on or before May 2nd, 2015 (which includes Kickstarter backers, Early Access customers, and owners of the physical Underlord Edition). These Underlords will be able to download Heart of Gold from Steam for free when it launches.
Patch 1.4
This expansion is the next in a long line of updates that have added heaps of new content and fixes since launch. Some of the meatiest updates so far: 4-player multiplayer; a map editor with Steam Workshop support; balance passes to improve single-player and multiplayer; addressing player feedback on the UI, room efficiency, adjustable game speed and more.
Heart of Gold will release alongside Patch 1.4 which will introduce a huge range of changes and improvements to the base game including:
Revamped Titan system
Revamped combat
New unit voices, VFX, animations and behaviours
Significant performance improvements
New systems such as the peace warband to keep specific units out of combat
Improved AI which makes use of Titans and Artefacts properly
Improved UI including a new payday overlay
Many balance improvements including a revamp of the unit leveling system, making high level units more valuable
Many more gameplay improvements
We look forward to seeing your response and feedback in April!
Over the course of the new year thus far we've been settling into our new office, in the past few weeks we've moved in and are working once more. It's still something of a building site but we're looking forward to sharing it with you once finished.
Today we're delivering an update on the status of our long awaited physical rewards for our Kickstarter backers. We're pleased to announce that we're rapidly approaching fulfillment and if all goes according to plan will be shipping within a months time.
Pop on over to our website to read the full post and see the latest images.
Over the course of the new year thus far we've been settling into our new office, in the past few weeks we've moved in and are working once more. It's still something of a building site but we're looking forward to sharing it with you once finished.
Today we're delivering an update on the status of our long awaited physical rewards for our Kickstarter backers. We're pleased to announce that we're rapidly approaching fulfillment and if all goes according to plan will be shipping within a months time.
Pop on over to our website to read the full post and see the latest images.
It’s been a little over a month since the last time we peered into the broiling cauldron of creation that is the WFTO Workshop, a place where new maps and challenges are dreamed up and shared across the community.
In that time we’ve seen the number of user-created levels explode from 240 to an incredible 649! That’s nearly 13 maps per day since our last spotlight, or 15 maps per day since the Map Editor was released!
With such a huge number of maps now available it can be tough to pick out the best of the best; lucky for you we’ve sent in our spirit workers to select a handful of the greatest maps on the Workshop! Let’s take a look at what the community crackpots have been brewing up!
Community Map Spotlight
We’ve put ourselves through our paces on this one, Underlord! Combing through the huge number of new maps, we’ve selected just a few of our favourites to shine the spotlight on!
This month we’re even changing the rules and granting all highlighted makers the coveted “Golden Worker Skin”! (Don’t worry last month’s winners, you’ll get one too!) We'll be sending the rewards out in the next few days!
A deceptively simple map but one with plenty of depth. Deteno has worked wonders to create this level which features winding ribbons of water and gold, plenty of shrines to contest, and an Empire fortress to overrun!
It’s no secret that we’re big fans of unusual levels that require thinking outside the box. In Lakefront, all four players have a moderately sized pre-shaped dungeon at the edge of a large open lake of water.
With only a small but easily defendable space available to you on your edge, be prepared to push forward and face your rivals at regular intervals for control over the space and shrines in the center of the map.
This stunning level is a huge slog against multiple Empire fortresses. Be prepared to utilise every trick in your arsenal to overcome the enemy. This map absolutely rewards exploration, with many back doors, secrets and more to discover! The Prophecy spell will certainly be your friend here!
This huge 4-player skirmish level will see you scrambling to control the crossings into your map quarter. A huge chasm creates a natural divide between each Underlord, acting both as a defence and a centre for conflict.
While the 4-player maps have certainly garnered the attention this month, there is a 2-player map which has stood out in our minds. Deepmist is a demonstration of how adding Empire units to an otherwise normal level can help add depth and challenge.
Throughout the map you’ll discover ghouls, which serve to slow your progress and protect important areas. Be careful when exploring, lest you be overwhelmed by a clattering horde!
We hope that you brought your compass, Underlord - you’re certainly going to need it to navigate the chasms. This huge level is filled with tunnels, shrines and objectives to fight over. But beware as there are some very powerful hostile units within the Rift. Explore too quickly and you’ll find nothing but death!
Wading through 649 maps is a challenging task! There are a lot of fantastic designs out there that unfortunately won’t see a mention this week. But rest assured we’re always looking for more!
If you have a favourite map that you think deserves a spotlight then mention it in the comments! Who knows, perhaps you’ll see it in next month's spotlight!
WFTO Multiplayer Group
Are you looking for others to play WFTO with? Want advice on how to open your ports so you can host multiplayer matches? Then you’ll want to check out the official WFTO Multiplayer Group on Steam!
If you’re ever looking for people to play with, it’s members of this group that are most likely to be up for a game. Moreover, the group leader, Bohser Onkel, is a dedicated member of the WFTO QA Team, and dedicated WFTO multiplayer participant. He’s got plenty of advice for you, and the thread he’s set up will help match you with similarly-skilled opponents - provided you rank yourself appropriately.
It’s been a little over a month since the last time we peered into the broiling cauldron of creation that is the WFTO Workshop, a place where new maps and challenges are dreamed up and shared across the community.
In that time we’ve seen the number of user-created levels explode from 240 to an incredible 649! That’s nearly 13 maps per day since our last spotlight, or 15 maps per day since the Map Editor was released!
With such a huge number of maps now available it can be tough to pick out the best of the best; lucky for you we’ve sent in our spirit workers to select a handful of the greatest maps on the Workshop! Let’s take a look at what the community crackpots have been brewing up!
Community Map Spotlight
We’ve put ourselves through our paces on this one, Underlord! Combing through the huge number of new maps, we’ve selected just a few of our favourites to shine the spotlight on!
This month we’re even changing the rules and granting all highlighted makers the coveted “Golden Worker Skin”! (Don’t worry last month’s winners, you’ll get one too!) We'll be sending the rewards out in the next few days!
A deceptively simple map but one with plenty of depth. Deteno has worked wonders to create this level which features winding ribbons of water and gold, plenty of shrines to contest, and an Empire fortress to overrun!
It’s no secret that we’re big fans of unusual levels that require thinking outside the box. In Lakefront, all four players have a moderately sized pre-shaped dungeon at the edge of a large open lake of water.
With only a small but easily defendable space available to you on your edge, be prepared to push forward and face your rivals at regular intervals for control over the space and shrines in the center of the map.
This stunning level is a huge slog against multiple Empire fortresses. Be prepared to utilise every trick in your arsenal to overcome the enemy. This map absolutely rewards exploration, with many back doors, secrets and more to discover! The Prophecy spell will certainly be your friend here!
This huge 4-player skirmish level will see you scrambling to control the crossings into your map quarter. A huge chasm creates a natural divide between each Underlord, acting both as a defence and a centre for conflict.
While the 4-player maps have certainly garnered the attention this month, there is a 2-player map which has stood out in our minds. Deepmist is a demonstration of how adding Empire units to an otherwise normal level can help add depth and challenge.
Throughout the map you’ll discover ghouls, which serve to slow your progress and protect important areas. Be careful when exploring, lest you be overwhelmed by a clattering horde!
We hope that you brought your compass, Underlord - you’re certainly going to need it to navigate the chasms. This huge level is filled with tunnels, shrines and objectives to fight over. But beware as there are some very powerful hostile units within the Rift. Explore too quickly and you’ll find nothing but death!
Wading through 649 maps is a challenging task! There are a lot of fantastic designs out there that unfortunately won’t see a mention this week. But rest assured we’re always looking for more!
If you have a favourite map that you think deserves a spotlight then mention it in the comments! Who knows, perhaps you’ll see it in next month's spotlight!
WFTO Multiplayer Group
Are you looking for others to play WFTO with? Want advice on how to open your ports so you can host multiplayer matches? Then you’ll want to check out the official WFTO Multiplayer Group on Steam!
If you’re ever looking for people to play with, it’s members of this group that are most likely to be up for a game. Moreover, the group leader, Bohser Onkel, is a dedicated member of the WFTO QA Team, and dedicated WFTO multiplayer participant. He’s got plenty of advice for you, and the thread he’s set up will help match you with similarly-skilled opponents - provided you rank yourself appropriately.