Fresh from last week’s State of the Game post we’re hitting the ground running in our very first preview of the upcoming Patch 1.5!
Rather than keep you salivating over the prospects of the major feature of Patch 1.5 we’re instead going to spend our first preview focussing on just that - the new Survival mode, which we’ve renamed to Crucible!
Step into the Crucible
Come Underlord, Mendechaus invites you into his bloody arena that is known only as the Crucible, an unending challenge which will push even the greatest amongst your kind to their breaking point and beyond.
You may remember the previous Survival Prototype. Though some of the principles we explored there still exist, you’ll find this to be an entirely new beast to contend with. Let’s take a closer look at some of the new mechanics!
Endless Waves of Foes
As before you’ll find enemies dispatched by the dozen, all with the singular purpose of destroying your Dungeon Core.
Foes emerge in waves from the Aether.
Every five waves in the Crucible is a single set which has been constructed around a specific theme. Each set you face will gradually increase in strength as the game goes on: you’ll witness everything gaining more resistance and damage, abnormally huge units, and bosses old and new come bounding towards you.
Not all is lost though as each set has a longer reprieve between them than what is normally available between waves, giving you some time to mend your broken defences. Although if you’re feeling courageous you could always start the next wave early for a tidy golden bonus.
Lanes of Fun
Each Crucible map (yes there are multiple!) will see you facing off against your enemies down three lanes. Place your defences wisely as you may find each lane differs significantly from the others!
Lava is as much a tool as it is an obstacle.
They all lead to a singular destination however, and after only a few waves you’ll find yourself beset on all sides by monsters and men all craving your destruction.
Goldstones Galore
Think back Underlord, to the early days of Survival and the Aporkalypse: you may remember an additional objective known as the Pighibitor. While this mystical device was intact it would prevent the monstrous Porkzilla from spawning.
Fortunately Porkzilla is not an ever-looming threat in the Crucible. So instead of Pighibitors you’ll find up to three Goldstones in each of your lanes. These mega golden megaliths imbue your vaults with gold every second they remain active.
The part where it's marked vital might be of importance.
Unfortunately your enemies are going to make no small effort in destroying these as they make their way to your Dungeon Core. Protecting them will be a challenge but one that will ultimately make your task easier in the long run.
Bosses of all Shapes and Sizes
With the notable absence of Porkzilla you might be questioning just how we’re planning to turn up the heat throughout your Crucible experience! Well we’re glad you asked Underlord.
Every fifth and final wave of a set is accompanied by a single boss. This could be anything from a mighty Behemoth, the ever insipid Lord O’Theland, or even the mighty king of Chunders, Baron von Pukemuch! Who knows what other monstrosities Mendechaus has prepared for you?
They come in all shapes and sizes. But mostly terrifying and gigantic.
Survival Unit Preview: All Fired Up!
We’re almost done for this preview, but there’s something very special we want to share with you. See, both we and Mendechaus realised that the regular cast of units on their own just wouldn’t quite cut it for the Crucible. So we decided to expand their ranks with new unit variations, and a few new faces here and there.
In each of our previews for Patch 1.5 we’ll be sharing with you a bunch of these new units. Map-makers can also rejoice as many of these units will also be available in the Map Editor!
Is it just me, or is it getting hot in here?
First up we have the blazing quintet of the Molten Skarg, Magma Weaver, Babymoth, Ember Lord, and Chilli Chunder! Each of these spicy delights will appear in your Crucible mode waves with their own unique twists on the known abilities for these units.
That wraps up this preview of Patch 1.5. Check back on 1 December for our next instalment!
Fresh from last week’s State of the Game post we’re hitting the ground running in our very first preview of the upcoming Patch 1.5!
Rather than keep you salivating over the prospects of the major feature of Patch 1.5 we’re instead going to spend our first preview focussing on just that - the new Survival mode, which we’ve renamed to Crucible!
Step into the Crucible
Come Underlord, Mendechaus invites you into his bloody arena that is known only as the Crucible, an unending challenge which will push even the greatest amongst your kind to their breaking point and beyond.
You may remember the previous Survival Prototype. Though some of the principles we explored there still exist, you’ll find this to be an entirely new beast to contend with. Let’s take a closer look at some of the new mechanics!
Endless Waves of Foes
As before you’ll find enemies dispatched by the dozen, all with the singular purpose of destroying your Dungeon Core.
Foes emerge in waves from the Aether.
Every five waves in the Crucible is a single set which has been constructed around a specific theme. Each set you face will gradually increase in strength as the game goes on: you’ll witness everything gaining more resistance and damage, abnormally huge units, and bosses old and new come bounding towards you.
Not all is lost though as each set has a longer reprieve between them than what is normally available between waves, giving you some time to mend your broken defences. Although if you’re feeling courageous you could always start the next wave early for a tidy golden bonus.
Lanes of Fun
Each Crucible map (yes there are multiple!) will see you facing off against your enemies down three lanes. Place your defences wisely as you may find each lane differs significantly from the others!
Lava is as much a tool as it is an obstacle.
They all lead to a singular destination however, and after only a few waves you’ll find yourself beset on all sides by monsters and men all craving your destruction.
Goldstones Galore
Think back Underlord, to the early days of Survival and the Aporkalypse: you may remember an additional objective known as the Pighibitor. While this mystical device was intact it would prevent the monstrous Porkzilla from spawning.
Fortunately Porkzilla is not an ever-looming threat in the Crucible. So instead of Pighibitors you’ll find up to three Goldstones in each of your lanes. These mega golden megaliths imbue your vaults with gold every second they remain active.
The part where it's marked vital might be of importance.
Unfortunately your enemies are going to make no small effort in destroying these as they make their way to your Dungeon Core. Protecting them will be a challenge but one that will ultimately make your task easier in the long run.
Bosses of all Shapes and Sizes
With the notable absence of Porkzilla you might be questioning just how we’re planning to turn up the heat throughout your Crucible experience! Well we’re glad you asked Underlord.
Every fifth and final wave of a set is accompanied by a single boss. This could be anything from a mighty Behemoth, the ever insipid Lord O’Theland, or even the mighty king of Chunders, Baron von Pukemuch! Who knows what other monstrosities Mendechaus has prepared for you?
They come in all shapes and sizes. But mostly terrifying and gigantic.
Survival Unit Preview: All Fired Up!
We’re almost done for this preview, but there’s something very special we want to share with you. See, both we and Mendechaus realised that the regular cast of units on their own just wouldn’t quite cut it for the Crucible. So we decided to expand their ranks with new unit variations, and a few new faces here and there.
In each of our previews for Patch 1.5 we’ll be sharing with you a bunch of these new units. Map-makers can also rejoice as many of these units will also be available in the Map Editor!
Is it just me, or is it getting hot in here?
First up we have the blazing quintet of the Molten Skarg, Magma Weaver, Babymoth, Ember Lord, and Chilli Chunder! Each of these spicy delights will appear in your Crucible mode waves with their own unique twists on the known abilities for these units.
That wraps up this preview of Patch 1.5. Check back on 1 December for our next instalment!
It has been over a year since we last ran a State of the Game post, in which we look where War for the Overworld is currently and where we plan to take it in the many months to come. With the game creeping up to its two year anniversary we feel it’s about time that we layout our plans for the endgame - what you can expect and what’s to come after for us.
We’ve got quite a lot of detail to share with you, so sit back, relax and grab some refreshments because it’s going to be a long post.
The Future of WFTO
One of the questions we’re often asked regarding WFTO is what our plans are for the future and whether we’ll be releasing any further DLC. It’s a question that we’ve not officially answered until now.
Getting right to the point we’re now preparing to roll out the last few updates that WFTO will receive, and these will come in the form of three major content sets: Patch 1.5, Patch 1.6, and a second DLC. Once this content is out WFTO will be considered content complete.
What this means is that we will no longer be actively developing WFTO once Patch 1.6 and DLC2 are released. Naturally this doesn’t mean we’re abandoning it completely, in fact we’ll still roll out patches to fix issues as and when they’re needed so we’ll still be taking an active role there. However what it does mean is that we will be moving the majority of our development resources onto our upcoming second project.
We understand that this news will no doubt leave some of you saddened as it does us. In a way this will be the end of an era but it has been a great run and not many games can claim to have seen so many new features as WFTO has during its post-release cycle. But all good things must come to an end and it’s important that we share with you some perspective on when that is likely to be.
Roadmap to Final Release
As mentioned above there are two more free major patches that we will be releasing for WFTO, and an additional paid DLC. Now to give you an idea of what to expect we’re going to do something uncommon for us and that’s release something of a roadmap. But please note the dates here are working dates and are not considered final - they’re purposefully vague for that reason.
After Expansion 2 releases next year WFTO will be officially feature complete. At that point we'll transition into long-term maintenance to support the game with bug fixes or small improvements as needed.
Patch 1.5 - Survival Mode & More
Patch 1.5 is the next major update in our pipeline and it’s one that has been promised for quite some time. Kickstarter backers should recall that we promised a flex goal as part of our Kickstarter campaign, and through a vote that was held on our backer site it was decided that Survival mode would be getting an overhaul.
The focus of Patch 1.5 is to deliver on that promise to our backers, and as a result the Survival mode will receive a complete pass to take it from the prototype concept stage to a fully-fledged game mode.
You may remember this image from our Halloween post! Yeah it’s relevant.
Here’s some of the things you can expect from the Survival mode overhaul:
New maps
Entirely new waves with new units
New gameplay mechanics
New VO
Leaderboards
More to be revealed
In addition we’ll be adding a few long-requested features to the game including mutators and community translation support!
Best of all it’s our aim to deliver this to you before the end of the year. Of course given our history with deadlines it may well slip in the name of quality! But things are looking promising right now, so look forward to more news next week!
Patch 1.6 & Expansion 2
Patch 1.6 & Expansion 2 will release alongside one another with complementary goals. We’ve often wondered how we would end our development of WFTO, after all for the past four years we’ve done very little but develop it!
We’ve decided that we want to leave it in the strongest state possible, and we’re eager to do what we can to make sure that WFTO continues far beyond the end of our support.
Sadly we can’t share too many details at this point but we’re confident that what we’ve got planned will please a great number of people. There are a few things we can share though, so at the very least you can expect:
Completely overhauled Skirmish AI
New maps
Lots of VO for various characters (including some fan favourites)
And more!
We’re confident that after Patch 1.6 we’ll see WFTO reaching untold depths!
Brightrock Games - Looking Beyond WFTO
Back when we announced the formation of Brightrock Games we mentioned we were looking to the future and that we very much had a new project in the works. That project is currently in a design phase and some of the team are already spending a bit of time on it, while the rest of us focus on polishing off WFTO.
The inevitable question of course is: “What is this secret new project you’re working on?” And unfortunately at this time we cannot answer that question in so many words. We want what we’re developing next to be very solid before we start showing it in the public space, but we’re sure there’ll be announcements sometime next year and we’ll no doubt be putting out a few teasers as well.
At the very least we can tell you what it isn’t: It’s not War for the Overworld 2.
While we love WFTO we feel that we’ve gone as far as we can with it for now. After what is quickly becoming half a decade of work we’d like to take a break. A second game in the WFTO universe is something we might do in the future - it’s certainly something we talk about from time to time in the office.
With that said we’re sure what we have planned will be an enjoyable romp and it’s something that we’re looking forward to sharing with our fans when the time is right. We hope that you will choose to join us on our next adventure, and if you’re eager to hear more sign up to our newsletter to be sure you won’t miss it!
Finally, as the lights dim on WFTO we promise that we won’t be leaving it without the appropriate aftercare. We know that many of you love the game and we hope you will continue to love it just as much as we do.
Thank you all for making our dreams come true and thank you for believing in us throughout both good times and hard times. You make everything we do worthwhile.
It has been over a year since we last ran a State of the Game post, in which we look where War for the Overworld is currently and where we plan to take it in the many months to come. With the game creeping up to its two year anniversary we feel it’s about time that we layout our plans for the endgame - what you can expect and what’s to come after for us.
We’ve got quite a lot of detail to share with you, so sit back, relax and grab some refreshments because it’s going to be a long post.
The Future of WFTO
One of the questions we’re often asked regarding WFTO is what our plans are for the future and whether we’ll be releasing any further DLC. It’s a question that we’ve not officially answered until now.
Getting right to the point we’re now preparing to roll out the last few updates that WFTO will receive, and these will come in the form of three major content sets: Patch 1.5, Patch 1.6, and a second DLC. Once this content is out WFTO will be considered content complete.
What this means is that we will no longer be actively developing WFTO once Patch 1.6 and DLC2 are released. Naturally this doesn’t mean we’re abandoning it completely, in fact we’ll still roll out patches to fix issues as and when they’re needed so we’ll still be taking an active role there. However what it does mean is that we will be moving the majority of our development resources onto our upcoming second project.
We understand that this news will no doubt leave some of you saddened as it does us. In a way this will be the end of an era but it has been a great run and not many games can claim to have seen so many new features as WFTO has during its post-release cycle. But all good things must come to an end and it’s important that we share with you some perspective on when that is likely to be.
Roadmap to Final Release
As mentioned above there are two more free major patches that we will be releasing for WFTO, and an additional paid DLC. Now to give you an idea of what to expect we’re going to do something uncommon for us and that’s release something of a roadmap. But please note the dates here are working dates and are not considered final - they’re purposefully vague for that reason.
After Expansion 2 releases next year WFTO will be officially feature complete. At that point we'll transition into long-term maintenance to support the game with bug fixes or small improvements as needed.
Patch 1.5 - Survival Mode & More
Patch 1.5 is the next major update in our pipeline and it’s one that has been promised for quite some time. Kickstarter backers should recall that we promised a flex goal as part of our Kickstarter campaign, and through a vote that was held on our backer site it was decided that Survival mode would be getting an overhaul.
The focus of Patch 1.5 is to deliver on that promise to our backers, and as a result the Survival mode will receive a complete pass to take it from the prototype concept stage to a fully-fledged game mode.
You may remember this image from our Halloween post! Yeah it’s relevant.
Here’s some of the things you can expect from the Survival mode overhaul:
New maps
Entirely new waves with new units
New gameplay mechanics
New VO
Leaderboards
More to be revealed
In addition we’ll be adding a few long-requested features to the game including mutators and community translation support!
Best of all it’s our aim to deliver this to you before the end of the year. Of course given our history with deadlines it may well slip in the name of quality! But things are looking promising right now, so look forward to more news next week!
Patch 1.6 & Expansion 2
Patch 1.6 & Expansion 2 will release alongside one another with complementary goals. We’ve often wondered how we would end our development of WFTO, after all for the past four years we’ve done very little but develop it!
We’ve decided that we want to leave it in the strongest state possible, and we’re eager to do what we can to make sure that WFTO continues far beyond the end of our support.
Sadly we can’t share too many details at this point but we’re confident that what we’ve got planned will please a great number of people. There are a few things we can share though, so at the very least you can expect:
Completely overhauled Skirmish AI
New maps
Lots of VO for various characters (including some fan favourites)
And more!
We’re confident that after Patch 1.6 we’ll see WFTO reaching untold depths!
Brightrock Games - Looking Beyond WFTO
Back when we announced the formation of Brightrock Games we mentioned we were looking to the future and that we very much had a new project in the works. That project is currently in a design phase and some of the team are already spending a bit of time on it, while the rest of us focus on polishing off WFTO.
The inevitable question of course is: “What is this secret new project you’re working on?” And unfortunately at this time we cannot answer that question in so many words. We want what we’re developing next to be very solid before we start showing it in the public space, but we’re sure there’ll be announcements sometime next year and we’ll no doubt be putting out a few teasers as well.
At the very least we can tell you what it isn’t: It’s not War for the Overworld 2.
While we love WFTO we feel that we’ve gone as far as we can with it for now. After what is quickly becoming half a decade of work we’d like to take a break. A second game in the WFTO universe is something we might do in the future - it’s certainly something we talk about from time to time in the office.
With that said we’re sure what we have planned will be an enjoyable romp and it’s something that we’re looking forward to sharing with our fans when the time is right. We hope that you will choose to join us on our next adventure, and if you’re eager to hear more sign up to our newsletter to be sure you won’t miss it!
Finally, as the lights dim on WFTO we promise that we won’t be leaving it without the appropriate aftercare. We know that many of you love the game and we hope you will continue to love it just as much as we do.
Thank you all for making our dreams come true and thank you for believing in us throughout both good times and hard times. You make everything we do worthwhile.
Our most favoured season has been unleashed, when innocent pumpkins are massacred the world over.. Amidst the chaos, the minions of Kairos are slowly converting the good people of the surface world, spreading the word of Mendechaus far and wide. A new Cultist would appear to be the first recruit ...
Cultist Costume by Christine “Steenaire” Clarke
Here we have the newest member to join the Cult of the Underlord, who has passed the first test of assembling her very own robes and spellbooks. Christine’s impressive feat marks her as the first primarily-overworld dweller to join the cult.
This impressive Halloween costume represents the first (and likely last) time we’ll see a character brought to life in such a manner, and we’re deeply honoured and impressed by Christine’s work. As game developers it genuinely makes our day to witness the creativity of our audience.
Still, the cult will always demand more from its novitiates, and the next trial for Christine is to discover the true meaning behind the identity of Brian, and what role this elusive creature will play in shaping things to come.
Just who the hell is Brian anyway?
We’ll be sure to update you if she ever finds out, but as we’ve yet to see any Cultist rise beyond the rank of Novitiate, we’re sure it will be some time before we hear back on that front. In the meantime you can discover more about Christine on her blog, Certainly Strange. Give her a follow, won’t you, Underlord?
Devilish Happenings in the Underworld
With all this focus on one particular minion we can’t forget those that have been left behind in your dungeon, and it seems the Chunders have been busy - procreating! You see, Chunders are asexual and reproduce by vomiting up their children. But the children are genetically modified by whatever the Chunder was eating at the time!
Flame on!
Indeed, it appears that at some point in the night one particularly hungry Chunder made his way to the Tavern and gobbled down a trough-full of chilli peppers, before vomiting out this little firecracker!
So what in the name of Kira was the next guy’s parent scoffing?
What is it they say? You are what you eat?
We’re not quite sure what to do about them yet, but we’re certain we’ll think of something suitably sadistic.
Meanwhile, across the realm in a nearby stronghold the season’s festivities have not been lost on the forces of the Empire, who have gone to the trouble of designing their own Halloween costumes. Sadly they’re not a very original lot, and they’ve all turned up to the party in the same costume, much to the horror of the Arcanist!
Well one of us is going to have to change!
Help Build the Ranks of Evil
For shameless self-promotion purposes we also want to highlight to those of you who have yet to join the Cult of the Underlord, or perhaps know someone who would make a most diabolical member, that War for the Overworld and its expansion, Heart of Gold, are currently on sale around the World Wide Cobweb.
You can pick up WFTO at 50% off, Heart of Gold at 10% off, and the Gold Edition (the main game, plus the Underlord Edition and Heart of Gold) at up to 40% off. If you’re looking for a bargain, then look no further than our store page!
We hope that some of you may use this opportunity to bring a little more malevolence into the world.
Finally we’d like to close off with a personal message from all of us. We hope you enjoy your Halloween night whatever it is you may be doing - partying, trick-or-treating, or just heading home from work for an evening of WFTO.
We’d like remind you all to take care of yourselves and others. Halloween has some of the highest rates of injuries to pedestrians, so stay aware of your surroundings and always travel with friends, especially in light of recent clown-related events. And if you’re driving tonight be especially mindful of child pedestrians.
Our most favoured season has been unleashed, when innocent pumpkins are massacred the world over.. Amidst the chaos, the minions of Kairos are slowly converting the good people of the surface world, spreading the word of Mendechaus far and wide. A new Cultist would appear to be the first recruit ...
Cultist Costume by Christine “Steenaire” Clarke
Here we have the newest member to join the Cult of the Underlord, who has passed the first test of assembling her very own robes and spellbooks. Christine’s impressive feat marks her as the first primarily-overworld dweller to join the cult.
This impressive Halloween costume represents the first (and likely last) time we’ll see a character brought to life in such a manner, and we’re deeply honoured and impressed by Christine’s work. As game developers it genuinely makes our day to witness the creativity of our audience.
Still, the cult will always demand more from its novitiates, and the next trial for Christine is to discover the true meaning behind the identity of Brian, and what role this elusive creature will play in shaping things to come.
Just who the hell is Brian anyway?
We’ll be sure to update you if she ever finds out, but as we’ve yet to see any Cultist rise beyond the rank of Novitiate, we’re sure it will be some time before we hear back on that front. In the meantime you can discover more about Christine on her blog, Certainly Strange. Give her a follow, won’t you, Underlord?
Devilish Happenings in the Underworld
With all this focus on one particular minion we can’t forget those that have been left behind in your dungeon, and it seems the Chunders have been busy - procreating! You see, Chunders are asexual and reproduce by vomiting up their children. But the children are genetically modified by whatever the Chunder was eating at the time!
Flame on!
Indeed, it appears that at some point in the night one particularly hungry Chunder made his way to the Tavern and gobbled down a trough-full of chilli peppers, before vomiting out this little firecracker!
So what in the name of Kira was the next guy’s parent scoffing?
What is it they say? You are what you eat?
We’re not quite sure what to do about them yet, but we’re certain we’ll think of something suitably sadistic.
Meanwhile, across the realm in a nearby stronghold the season’s festivities have not been lost on the forces of the Empire, who have gone to the trouble of designing their own Halloween costumes. Sadly they’re not a very original lot, and they’ve all turned up to the party in the same costume, much to the horror of the Arcanist!
Well one of us is going to have to change!
Help Build the Ranks of Evil
For shameless self-promotion purposes we also want to highlight to those of you who have yet to join the Cult of the Underlord, or perhaps know someone who would make a most diabolical member, that War for the Overworld and its expansion, Heart of Gold, are currently on sale around the World Wide Cobweb.
You can pick up WFTO at 50% off, Heart of Gold at 10% off, and the Gold Edition (the main game, plus the Underlord Edition and Heart of Gold) at up to 40% off. If you’re looking for a bargain, then look no further than our store page!
We hope that some of you may use this opportunity to bring a little more malevolence into the world.
Finally we’d like to close off with a personal message from all of us. We hope you enjoy your Halloween night whatever it is you may be doing - partying, trick-or-treating, or just heading home from work for an evening of WFTO.
We’d like remind you all to take care of yourselves and others. Halloween has some of the highest rates of injuries to pedestrians, so stay aware of your surroundings and always travel with friends, especially in light of recent clown-related events. And if you’re driving tonight be especially mindful of child pedestrians.
The season of dark revelry is nearly upon us and to celebrate the occasion we’re unleashing another patch to hold you over on the road to patch 1.5. With this patch we’ve seen a huge number of bugs squashed under our heels and indeed in terms of pure bug fixes this is the second largest patch ever.
Dozens of bugs were reported via our public bug tracker, while many more were uncovered through the stalwart efforts of our QA volunteers and code team.
We hope you enjoy Halloween loyal Underlords and rest assured that we’re hard at work on major new features for the coming months. Stay tuned!
V1.4.3 Release Notes
Gameplay Changes
Potions
Wormhole
In Multiplayer will now depossess a unit if it is possessed
Defences
Aureate Monolith
Reworked a few intricacies behind the function of the “steal gold” active ability
Will now only absorb player-owned gold statues if they are not tagged as decorative
Will only absorb gold piles on own ground if they are not stored in a Vault (enemy-owned statues and gold will absorb regardless of these limitations)
Statues or gold on the territory of allies will not be absorbed under any circumstance
Titans
Colossus
Applied the same rules from the Aureate Monolith’s “steal gold” changes
Level Changes
War for the Overworld
Level 8
Level 8 Necromancers can now be assigned to individual rally groups
Heart of Gold
Level 2
Time till first wave spawn increased by 30 seconds
Time between each wave spawn increased by 15 seconds
Level 4
Improved the reliability of the event that occurs when all members of the Phaestian family have been killed
Destroying the Dungeon Core will no longer cause bosses to enter a KO state
Visual Changes
Changed the Heal spell VFX so that it correctly represents which units in the area are being healed (most damaged first, remaining heal applied to next most damaged, etc.)
Removed the smoke VFX from Ember Demons because it’s bad for their health, your FPS and being able to see what the hell is happening
Audio Changes
Dampening of other sound levels during narration will transition more smoothly
Multiplayer Changes
In the event of a client disconnecting they will now be replaced by a medium difficulty AI with the “Oberon” personality
When clients need to download a new map from the host, the download process will be added to the load bar before the match begins
Performance Improvements
Made some improvements to try and resolve a few minor memory leaks
Miscellaneous Changes
Added help lines for the Warbands interface
Bug Fixes
Crashes
Fixed a rare stack-overflow crash caused by the Shadow’s Shadow Strike ability
Fixed an issue where Glacial Doors would continue to regen health after being destroyed potentially leading to a crash in Multiplayer games
Combat
AoE attacks from units will now correctly hit doors and Dungeon Cores once again
Units
Fixed a longstanding but unnoticed issue where units would have two copies of every ability, doubling the effectiveness of some passive abilities
Fixed a visual issue with the movement and behaviour of Slaughterpen piglets and Prison rats
Fixed a rare scenario where Campaign units could become “brain-dead” after being attacked, persisting until they were attacked again
Stone Knights and Sentinels will no longer reduce the attraction rate of Gnarlings and Templars
Units affected by the Recall spell will now correctly flee from units that are attacking them, even if they are attacked again
Fixed an issue where Revenants spawned by Vampires outside of the Arena could spawn inside the Arena and attack units within
Ghouls that are spawned by a Necromancer who is Level 5 or above will no longer count as Wraiths for the purposes of the Wraith rally flag
The Witch Doctor should once again use all his abilities correctly
Enemy Shadows no longer produce VFX while invisible
Fixed an issue where the AI on Spirits would seize up after a brief period of scouting
Fixed an issue where a unit that was picked up from a fight could still be attacked by other units and die in the Hand of Evil
Ghouls should no longer spawn inside the Arena as a result of an interaction between the Necromancer and his rally flag being placed in the Arena
Empire units should only enter via Overworld Gateways and Underlord units only via Underworld Gateways
Defences
Rampart blueprints should no longer persist after the defence they are built upon is destroyed
Blade Lotuses should now correctly hide their defence shields from enemies when hidden
Fixed a visual issue where the Aureate Monolith’s active ability could leave behind “fake” gold tiles if the gold was obscured by Fog of War when activated
Defence blueprints will no longer become invulnerable after loading a save game
Bone Chiller blueprints no longer play their passive sound
Fixed an issue where the Bone Chiller’s active ability would not have an effect if triggered shortly after the defence was completed
Rooms
Units that are leaving the Arena to respond to a rally flag will no longer generate a “Units under attack” alert at the Arena
Fixed an issue where Foundry trays would not be filled correctly after loading a save game if the trays were full at time of saving
Spirit Chamber props no longer start in a raised position and instantly move downwards in a jarring manner
Fixed a visual glitch where part of the Spirit Chamber prop would not be visible until it was used
Spells & Rituals
Using the Unclaim spell on a shrine you own will no longer generate a “Shrine is under attack” alert from Mendechaus
Fixed an issue where spells with low mana cost would stop working if the player had too many Mana Shrines
Statues created by the Blood Money spell will no longer default to a T-pose after being dropped
Rats no longer viciously start breaking the game if you turn them into golden statues
Gold statues created by Blood Money from units that were rebelling at the time they were converted can now be picked up
Prospector ritual now correctly displays Artefacts and unclaimed Overworld Gateways
Bloodmonied Vampires will no longer default to their sleep pose when picked up
Environment
Units that become stuck between a rock and a hard place should be less likely to break the laws of physics and phase through the floor to continue their relentless attack on unsuspecting surface dwellers
Brimstone will now continue to explode after loading a save game that was created while it was exploding
Fixed an issue where corner walls would not be fortified if fortifying a convex corner.
Map Editor
Fixed an issue where Brimstone would explode when replaced after importing a map
Rooms built as 6x5 will no longer continue to have all props if multiple rows are removed at once as a result of a bypassed check
Levels
Default walls in Oberon’s Home Realm will no longer be treated as normal Earth Walls upon resetting the Home Realm
Rescued several Workers from their stony prison within the Impenetrable Rock on Level 7
Fixed a visual issue where the tutorial highlight in Level 1 would appear to move in a jarring manner
Fixed an issue in the Heart of Gold Level 4 ending sequence where the Colossus could be assigned to a different group than normal
Several Artefacts on Skirmish level Golden River should no longer be trapped in walls
Bridges on Level 8 now use the correct theme
The Defiled Priestess hero from Level 8 now uses the correct shader
Fixed an issue where the Colossus on Heart of Gold Level 4 would be unable to attack after loading a save game
Fixed an issue in the Campaign outro where Lucius could destroy Oberon’s core with a shockwave
The Emperor should now always remain visible when addressing the player during the Level 13 opening
Fixed an issue where Workers could become stuck on Level 9 if dropped into combat beside the first Garrison
Missing props from Marcus’ barracks on Level 4 reintroduced
Fixed Mendechaus VO being out of order during the opening parts of Level 2
Mandalf should no longer have a chance to technically occupy a Prison even after escaping it
UI
Fixed a scaling issue that would cause the unit bar to disappear when it runs off the screen due to being scaled up in the options menu
Fixed an issue where the Garrison tooltip would display its attraction rate at one less Augre per prop than the actual attraction rate, causing a number of issues with the tooltip
Fixed an issue where the introduction arrow could obnoxiously remain on screen during cutscenes
Renamed introduction arrow to “Obnoxiously large but extremely important arrow that is all too often ignored by players”
Fixed it being possible to keep a tooltip from the options menu on screen during cutscenes
Multiplayer
Clients can no longer trigger rituals during the cooldown period of their Sanctuary, preventing an issue where they would not be able to trigger rituals after the cooldown ended
Fixed an issue where a client’s Alchemy Lab cauldrons could become locked if they started a potion of a new type very quickly after picking up an existing potion
Clients in Multiplayer should now correctly receive a notification when one of their opponents begins to spawn a Titan
The alert for toggling the Arena and Crypt mechanics will no longer be played for all players in a game
Clients should no longer see Veins of Evil Aspects for Titans as available while their Titan is alive
Clients should now properly see minion attraction rates on their tooltips
Clients should now no longer receive a warning on their Tavern tooltips telling them that there is no Spit Roast
Fixed an issue where flying units belonging to client players could attack units inside the Arena from outside the Arena, provided that the host was not looking at the time, like some cruel schoolyard bullies
Clients in lobby should now be able to see AI Personality settings
Fixed an issue where custom maps containing a “.” character could not be shared across via the lobby
Minions possessed by clients will no longer be immune to Bone Chiller,
Frost Weaver and Quick Freeze potions, and the minion will be depossessed
If the host ends the game while in Possession the client’s cursor will no longer disappear
Clients killed while in Possession will no longer lose their cursor
New Spirit Chamber props for the client will no longer appear half raised
When viewing units via Prophecy the client should no longer see them stuttering
Shockwave should no longer be able to knock units out of the Arena in Multiplayer games
Clients should now correctly receive an alert when their enemy casts a ritual that could affect them
Clients should now correctly see updates to a game lobby’s map while on the lobby selection screen
Using Wormhole on the host in Multiplayer will no longer cause a desync in data between host and client
Fixed an issue where clients would not download custom maps if the custom map was already selected when they joined the lobby
Fixed an issue where the client’s menu background would go black if the host ended the game while the client was in Possession
Fixed an issue where dying in Possession when fighting a Colossus or in the radius of an Aureate Monolith would cause the cursor to disappear
Miscellaneous
Gold piles which are generated from units dying will now correctly adjust to the correct height of the floor, preventing scenarios where gold piles were flying above ground or stuck below ground
Multiple translation issues corrected
Multiple typos corrected
Multiple fixes to the highlighting system to reduce the occurrence of highlighting of VFX planes
Fixed an issue where Kasita’s colour in the Campaign could change to green after various save and loading shenanigans
Eternal Shield will now appear correctly on versions of the Kasita Core
Corrected an issue that would cause V-Sync to be on and fixed to 60fps even if disabled
Users with a refresh rate above 60hz will now see V-Sync set to their refresh rate
Camera rotation and zoom speed are no longer directly linked to FPS; as such at 60fps+ the camera will no longer move faster than the speed of sound
Objects dropped by the hand (i.e. gold piles, defence parts) can no longer apply to enemy units
In November you can expect to start hearing more news on upcoming content as well as some really cool and long-awaited things becoming available.
The season of dark revelry is nearly upon us and to celebrate the occasion we’re unleashing another patch to hold you over on the road to patch 1.5. With this patch we’ve seen a huge number of bugs squashed under our heels and indeed in terms of pure bug fixes this is the second largest patch ever.
Dozens of bugs were reported via our public bug tracker, while many more were uncovered through the stalwart efforts of our QA volunteers and code team.
We hope you enjoy Halloween loyal Underlords and rest assured that we’re hard at work on major new features for the coming months. Stay tuned!
V1.4.3 Release Notes
Gameplay Changes
Potions
Wormhole
In Multiplayer will now depossess a unit if it is possessed
Defences
Aureate Monolith
Reworked a few intricacies behind the function of the “steal gold” active ability
Will now only absorb player-owned gold statues if they are not tagged as decorative
Will only absorb gold piles on own ground if they are not stored in a Vault (enemy-owned statues and gold will absorb regardless of these limitations)
Statues or gold on the territory of allies will not be absorbed under any circumstance
Titans
Colossus
Applied the same rules from the Aureate Monolith’s “steal gold” changes
Level Changes
War for the Overworld
Level 8
Level 8 Necromancers can now be assigned to individual rally groups
Heart of Gold
Level 2
Time till first wave spawn increased by 30 seconds
Time between each wave spawn increased by 15 seconds
Level 4
Improved the reliability of the event that occurs when all members of the Phaestian family have been killed
Destroying the Dungeon Core will no longer cause bosses to enter a KO state
Visual Changes
Changed the Heal spell VFX so that it correctly represents which units in the area are being healed (most damaged first, remaining heal applied to next most damaged, etc.)
Removed the smoke VFX from Ember Demons because it’s bad for their health, your FPS and being able to see what the hell is happening
Audio Changes
Dampening of other sound levels during narration will transition more smoothly
Multiplayer Changes
In the event of a client disconnecting they will now be replaced by a medium difficulty AI with the “Oberon” personality
When clients need to download a new map from the host, the download process will be added to the load bar before the match begins
Performance Improvements
Made some improvements to try and resolve a few minor memory leaks
Miscellaneous Changes
Added help lines for the Warbands interface
Bug Fixes
Crashes
Fixed a rare stack-overflow crash caused by the Shadow’s Shadow Strike ability
Fixed an issue where Glacial Doors would continue to regen health after being destroyed potentially leading to a crash in Multiplayer games
Combat
AoE attacks from units will now correctly hit doors and Dungeon Cores once again
Units
Fixed a longstanding but unnoticed issue where units would have two copies of every ability, doubling the effectiveness of some passive abilities
Fixed a visual issue with the movement and behaviour of Slaughterpen piglets and Prison rats
Fixed a rare scenario where Campaign units could become “brain-dead” after being attacked, persisting until they were attacked again
Stone Knights and Sentinels will no longer reduce the attraction rate of Gnarlings and Templars
Units affected by the Recall spell will now correctly flee from units that are attacking them, even if they are attacked again
Fixed an issue where Revenants spawned by Vampires outside of the Arena could spawn inside the Arena and attack units within
Ghouls that are spawned by a Necromancer who is Level 5 or above will no longer count as Wraiths for the purposes of the Wraith rally flag
The Witch Doctor should once again use all his abilities correctly
Enemy Shadows no longer produce VFX while invisible
Fixed an issue where the AI on Spirits would seize up after a brief period of scouting
Fixed an issue where a unit that was picked up from a fight could still be attacked by other units and die in the Hand of Evil
Ghouls should no longer spawn inside the Arena as a result of an interaction between the Necromancer and his rally flag being placed in the Arena
Empire units should only enter via Overworld Gateways and Underlord units only via Underworld Gateways
Defences
Rampart blueprints should no longer persist after the defence they are built upon is destroyed
Blade Lotuses should now correctly hide their defence shields from enemies when hidden
Fixed a visual issue where the Aureate Monolith’s active ability could leave behind “fake” gold tiles if the gold was obscured by Fog of War when activated
Defence blueprints will no longer become invulnerable after loading a save game
Bone Chiller blueprints no longer play their passive sound
Fixed an issue where the Bone Chiller’s active ability would not have an effect if triggered shortly after the defence was completed
Rooms
Units that are leaving the Arena to respond to a rally flag will no longer generate a “Units under attack” alert at the Arena
Fixed an issue where Foundry trays would not be filled correctly after loading a save game if the trays were full at time of saving
Spirit Chamber props no longer start in a raised position and instantly move downwards in a jarring manner
Fixed a visual glitch where part of the Spirit Chamber prop would not be visible until it was used
Spells & Rituals
Using the Unclaim spell on a shrine you own will no longer generate a “Shrine is under attack” alert from Mendechaus
Fixed an issue where spells with low mana cost would stop working if the player had too many Mana Shrines
Statues created by the Blood Money spell will no longer default to a T-pose after being dropped
Rats no longer viciously start breaking the game if you turn them into golden statues
Gold statues created by Blood Money from units that were rebelling at the time they were converted can now be picked up
Prospector ritual now correctly displays Artefacts and unclaimed Overworld Gateways
Bloodmonied Vampires will no longer default to their sleep pose when picked up
Environment
Units that become stuck between a rock and a hard place should be less likely to break the laws of physics and phase through the floor to continue their relentless attack on unsuspecting surface dwellers
Brimstone will now continue to explode after loading a save game that was created while it was exploding
Fixed an issue where corner walls would not be fortified if fortifying a convex corner.
Map Editor
Fixed an issue where Brimstone would explode when replaced after importing a map
Rooms built as 6x5 will no longer continue to have all props if multiple rows are removed at once as a result of a bypassed check
Levels
Default walls in Oberon’s Home Realm will no longer be treated as normal Earth Walls upon resetting the Home Realm
Rescued several Workers from their stony prison within the Impenetrable Rock on Level 7
Fixed a visual issue where the tutorial highlight in Level 1 would appear to move in a jarring manner
Fixed an issue in the Heart of Gold Level 4 ending sequence where the Colossus could be assigned to a different group than normal
Several Artefacts on Skirmish level Golden River should no longer be trapped in walls
Bridges on Level 8 now use the correct theme
The Defiled Priestess hero from Level 8 now uses the correct shader
Fixed an issue where the Colossus on Heart of Gold Level 4 would be unable to attack after loading a save game
Fixed an issue in the Campaign outro where Lucius could destroy Oberon’s core with a shockwave
The Emperor should now always remain visible when addressing the player during the Level 13 opening
Fixed an issue where Workers could become stuck on Level 9 if dropped into combat beside the first Garrison
Missing props from Marcus’ barracks on Level 4 reintroduced
Fixed Mendechaus VO being out of order during the opening parts of Level 2
Mandalf should no longer have a chance to technically occupy a Prison even after escaping it
UI
Fixed a scaling issue that would cause the unit bar to disappear when it runs off the screen due to being scaled up in the options menu
Fixed an issue where the Garrison tooltip would display its attraction rate at one less Augre per prop than the actual attraction rate, causing a number of issues with the tooltip
Fixed an issue where the introduction arrow could obnoxiously remain on screen during cutscenes
Renamed introduction arrow to “Obnoxiously large but extremely important arrow that is all too often ignored by players”
Fixed it being possible to keep a tooltip from the options menu on screen during cutscenes
Multiplayer
Clients can no longer trigger rituals during the cooldown period of their Sanctuary, preventing an issue where they would not be able to trigger rituals after the cooldown ended
Fixed an issue where a client’s Alchemy Lab cauldrons could become locked if they started a potion of a new type very quickly after picking up an existing potion
Clients in Multiplayer should now correctly receive a notification when one of their opponents begins to spawn a Titan
The alert for toggling the Arena and Crypt mechanics will no longer be played for all players in a game
Clients should no longer see Veins of Evil Aspects for Titans as available while their Titan is alive
Clients should now properly see minion attraction rates on their tooltips
Clients should now no longer receive a warning on their Tavern tooltips telling them that there is no Spit Roast
Fixed an issue where flying units belonging to client players could attack units inside the Arena from outside the Arena, provided that the host was not looking at the time, like some cruel schoolyard bullies
Clients in lobby should now be able to see AI Personality settings
Fixed an issue where custom maps containing a “.” character could not be shared across via the lobby
Minions possessed by clients will no longer be immune to Bone Chiller,
Frost Weaver and Quick Freeze potions, and the minion will be depossessed
If the host ends the game while in Possession the client’s cursor will no longer disappear
Clients killed while in Possession will no longer lose their cursor
New Spirit Chamber props for the client will no longer appear half raised
When viewing units via Prophecy the client should no longer see them stuttering
Shockwave should no longer be able to knock units out of the Arena in Multiplayer games
Clients should now correctly receive an alert when their enemy casts a ritual that could affect them
Clients should now correctly see updates to a game lobby’s map while on the lobby selection screen
Using Wormhole on the host in Multiplayer will no longer cause a desync in data between host and client
Fixed an issue where clients would not download custom maps if the custom map was already selected when they joined the lobby
Fixed an issue where the client’s menu background would go black if the host ended the game while the client was in Possession
Fixed an issue where dying in Possession when fighting a Colossus or in the radius of an Aureate Monolith would cause the cursor to disappear
Miscellaneous
Gold piles which are generated from units dying will now correctly adjust to the correct height of the floor, preventing scenarios where gold piles were flying above ground or stuck below ground
Multiple translation issues corrected
Multiple typos corrected
Multiple fixes to the highlighting system to reduce the occurrence of highlighting of VFX planes
Fixed an issue where Kasita’s colour in the Campaign could change to green after various save and loading shenanigans
Eternal Shield will now appear correctly on versions of the Kasita Core
Corrected an issue that would cause V-Sync to be on and fixed to 60fps even if disabled
Users with a refresh rate above 60hz will now see V-Sync set to their refresh rate
Camera rotation and zoom speed are no longer directly linked to FPS; as such at 60fps+ the camera will no longer move faster than the speed of sound
Objects dropped by the hand (i.e. gold piles, defence parts) can no longer apply to enemy units
In November you can expect to start hearing more news on upcoming content as well as some really cool and long-awaited things becoming available.
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!
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!