Empires of the Undergrowth - Mike
Winter is... approaching. Since the last newsletter we’ve released what we’ve called the “interim update”, version 0.13 - interim meaning between Freeplay and the upcoming major update. That update introduced the planned challenge modes to the 2nd tier Formicarium levels, added a new level to Freeplay, addressed several issues, and included a spooky spider-based extra that you guys seemed to have a lot of fun with. In the meantime, the guys have also been working solidly on the next set of levels for the game, which of course will feature leafcutter ants. Let’s dive in and see how we’ve been doing!

V0.13- Interim Update

https://youtu.be/xHjECOl1TJU

Our intent when releasing the Interim Update was to fill in some clearly missing gaps in the game as it stands, consolidate the game systems for future updates (and deal with issues arising from those system changes sooner rather than later), as well as giving you guys some fun extra stuff to do in the meantime. We also re-designed the main menu for clarity, going back to a more traditional system.

Tiger Beetle Larvae

The 2nd tier Formicarium levels (2.1 Rising Tide, and 2.2 Queen of the Hill) have gained their own challenge mode. In the 1st tier levels, activating challenge mode introduced a new creature to the fray (the mole cricket). In keeping with that spirit, the 2nd tier introduces the beach tiger beetle larvae - the juvenile form of the tiger beetles that are found in these levels. They live in small burrows in the sand, hiding away for safety but listening for the vibrations of a suitable meal. They will snatch ants away one at a time, then quickly kill them - and it is in that brief moment alone that they are vulnerable.


All about the beach tiger beetle larvae

We’ve particularly enjoyed seeing some of our more seasoned players reacting to the difference the presence these critters makes to the level experience - on higher difficulties, the number of larvae that spawn can be huge! As always, there’s a way to overcome these difficult odds with skill and experience.

Towhead

Towhead is a brand new Freeplay level. It’s set on a small island or sandbank near the mouth of a river, and has some features that make it an entirely different experience to The Dunes (our first Freeplay map). Firstly, it’s a lot smaller which makes the experience of jostling for resources significantly more intense. It also has a unique element - a periodic flood, which will purge the lower level of the map of all creatures. This is an optional addition to the map, but if activated it adds an extra thought and planning element to your food collection.


Towhead in all its glory

The release of Towhead also saw some necessary balance changes to Freeplay in general. After listening to some feedback by players, we’ve changed it so that at lower difficulty early game time, only lower-level creatures will spawn. This change happened in patch 0.133 - click here to read the full notes from that patch.

Minor Improvements System

The Minor Improvements System has been added as a way to spend spare Royal Jelly. Some players have been sitting on a cache of jelly with no way to spend it, and some players find themselves with some left over after they’ve purchased their desired upgrades. The MIS allows players to spend initially small amounts of jelly to make improvements to their ant’s stats. The amount of jelly this costs will increase exponentially after multiple purchases, so there is a practical limit to how much a colony’s ants can be upgraded.


The Minor Improvements System in action

To access this new system, open up the Royal Jelly Tech Tree Menu from the top-left of the Formicarium hub. Select the icon of the kind of ant that you’d like to improve, and choose the jelly icon that pops up.

Please don’t feel that you need to grind for Royal Jelly to use this feature; it really isn’t intended to be used that way (hence the increasing cost for additional improvements)! It’s more a way of spending left over jelly efficiently before you progress to the next Formicarium tier.


Extra / Improved Dialogue & Audio

We’ve recently done our recording sessions for the third Formicarium tier levels with our three voice actors. It all went swimmingly, but while we were at it we asked them to record some extra bits and pieces that we felt were missing from the existing game content. This is most apparent in Freeplay, where the narrator now introduces your fledgling colony to its world when the game starts.

Scientist #2 will also give some vocal indication when he drops food on the Formicarium surface during the gateway missions, and we’ve re-recorded Scientist #1’s voice lines entirely with better recording equipment. Whilst doing that, just about all the game’s audio has gone through improved filtering for consistency and clarity.


Ant Movement / Swarming

In preparation for the aforementioned major update, the code that governs the movement of ants about the nest and above ground has undergone an extensive re-write. Leafcutter ants, which will feature in the major update to come have a complex, multi-caste society and getting them moving efficiently around their environment has necessitated the creation of several new systems for movement and swarming. These are now also driving ant movement in the current build of the game - but you shouldn’t notice a huge difference right now. We’re laying the groundwork for the future with these changes.


Swarming ants

Hungry Spider Level

It was a pleasure to be able to have a little surprise ready for you all in time for Halloween! We’re delighted with how well the Hungry Spider level was received. For those who didn’t catch it, a cobweb appeared on the main menu, which when clicked would take you to a special level where you play as a ravenous wolf spider, with your aim to consume everything in your path. It’s a devilishly difficult level, with not many managing to complete it.

https://youtu.be/L3QtFadJryI

Some members of our community have written fantastic guides on how to tackle this fiendish level, which was unexpected and awesome. If you didn’t get a chance to play, don’t worry - the cobweb will return whenever there’s a full moon!


It was great for me (community manager - Mike) to get a cameo in the game as the voice of the hungry spider!)

Leafcutter Progress

Whilst all this has been going on with the interim update, of course the guys have been hard at work with the third tier Formicarium levels. In the last newsletter we showed you all about the different castes that leafcutter ant society has, but this time we'd like to focus on their environment. As previously mentioned they will feature leafcutter ants, and are set in the subtropical rainforests of Ecuador. Our artist Matt has been hard at work producing some beautiful landscapes for our leafcutters to inhabit.


One of the beautiful Ecuador maps in all its glory

The above screenshot is from level 3.2 - we’re keeping the level names to ourselves for now, but you can see the detail that Matt has included to make these levels entirely unique to the beach environment that is featured in 2.1 and 2.2


Isn't it kind of cheating to use this?

As for the question of when we expect the leafcutter update to be ready, we have to be careful - history has repeatedly told us that we’re not very good at judging release dates, but we’re in pretty good company in that regard - even the really big studios have trouble pinning it down. Rest assured, Major Update 1 (as it’s described in our internal plan) is in good hands, and we appreciate the kind patience of you lovely bunch.

Leafcutter Enemies - Trap Jaw Ants

Leafcutters share their rainforest home with many other impressive animals. Trap jaw ants are one of their many foes, boasting the fastest-moving predatory appendage in the animal kingdom. Their jaws are so fast that they can close within microseconds, maiming their targets, or even using them to catapult foes or themselves away.







The leafcutters will encounter these ants in their various trials, and they're fearsome opponents.

YouTuber of the Month - Dad’s Gaming Addiction

DGA is a long-time follower of Empires of the Undergrowth and we always enjoy watching his relaxed, considered gameplay. He was one of the first to put up a play of the Hungry Spider level on YouTube, and although he may have been a little surprised at how hard the enemy wolf spiders bite, he came back for more anyway!

https://youtu.be/F_GkckRsumw

Freeplay High Score

Let’s introduce a little competitive element to Freeplay. The current highest-documented Freeplay score belongs to JaXm at 6,360,777, and he posted the screenshot on 31st July 2018 to prove it. Can you do better? Upload your screenshot to Steam or post it on our forums to let us know if you’ve unseated the current champion!



Screenshot Central

In making these newsletters, it’s always a cleansing experience to have a gander at the screenshots you lovely people have been uploading - because when captured at the right time, Empires of the Undergrowth can be a very pretty game. If you’d like to participate, submit your screenshots to Steam (F12 by default) or email them to mike@slugdisco.com !


A boquet of beetles by Martino


How could we pass up Limey21 with a total mastery of golden hour screenshots?


We couldn't ignore the beautiful layout of Enablin's base - look at the minimap to see what we mean!

Oct 31, 2018
Empires of the Undergrowth - Mike
Happy Halloween! That and a few more changes to 0.13 make it the perfect time to try out the Hungry Spider level (click the cobweb on the main menu - before it disappears!). We've also made a few other changes. Notes below!

General Updates and Fixes

  • Added warning text above the play button in level setup telling the player what they must click on to allow them to press the play button
  • Fixed an issue where root aphids would be spawned at 0,0,0 (causing ladybirds to fly to a very strange location in top left of Towhead)

Freeplay Balance and Fixes

  • Some balance changes have been added to Freeplay. This should allow players struggling to start a colony to get off the ground before harder creatures are about. For example setting the starting difficulty to zero will give player 15 minutes where only devil's coach horse larvae, wood worms and woodlice will spawn making the surface a lot more manageable.
  • Medium creatures will no longer spawn below 20% difficulty in Freeplay until 15 minutes have passed
  • Large creatures will no longer spawn below 40% difficulty in Freeplay until 30 minutes have passed
  • Removed the word none from freeplay scoreboard
  • The underground spider in Towhead has been replaced by a devil’s coach horse adult
  • Fixed and issue in Freeplay not displaying the green outline of tunnels to surface before dug out
  • Renamed map option in Towhead to Flood
  • Fixed an issue that would flood Towhead immediately at the beginning of every play (removing all food including fish from the lower level)
  • Fixed death sequences on Towhead (and the ghostly queen)

Hungry Spider Balance and Fixes

  • Slightly increased the spider's attack and Venom Strike speed
  • Fixed an issue that would cause the keyboard controls to stop working when trying to use an ability that is on cooldown
  • Fixed an issue with the spider's projectile causing some particles to fly off to the bottom right
  • Fixed a spelling mistake on the hungry spiders bite ability

Empires of the Undergrowth - Mike
We've made some changes to the recent 0.13 build and released the patch for our Mac and Linux-running friends. Hurrah! If you experience any issues with the build, please pop by our Steam forum and we'll have a look.

V0.131

  • Fixed a tooltip on the improvements panel
  • Fixed an issue on Towhead where the tiles were over the top of the southern tunnel exit
  • Fixed an issue where pressing [ on the keyboard at any point would kill the player's queen (accidentally left in from a test)
  • Fixed an issue where the starting workers on the demo levels were showing up grey rather than the colony colour

V0.132


Bug Fixes

  • Fixed a bug where the player could stay underground in 2.1 and 2.2 and just wait to achieve victory. Now on first nest attack the player's tunnel will open automatically
  • Fixed an issue where selecting to restart 2.1 or 2.2 would switch ant type to mortar regardless of what the player chose
  • Fixed a lighting issue on some undergrounds that changed lighting in certain camera positions
  • Fixed an issue on towhead causing creatures to try and shoot down cliffs but constantly failing
  • Fixed an issue that could sometimes spawn aphids and ladybirds in walls on Freeplay
    • Additionally any that were hiding in walls will now fly off (if you had horrible speeds in a freeplay save this could be you!)

Improvements / Changes


  • Made the underground spider a smaller one on Towhead

Hungry Spider level
  • UI now hides in photo mode
  • Spider can now be controlled with the pan camera controls (WSAD or Up Down Left Right by default)
  • Increased the range of Bite and Venom Strike to 150 (up from 100)
  • Sped up the time it takes for abilities to deal damage. Animation is still same length but damage happens sooner in it
  • Spider thoughts have been vocalised
Empires of the Undergrowth - Mike
It’s time for an update! We’re calling V0.13 the “Interim Update” - it adds a several things that were missing from the game and prepares the path for the major update to come. Without further ado, here are the patch notes! The game should update automatically through Steam.

Please note, right now this is Windows only. Mac and Linux users - we’ve still got a few bugs (ha, ha) to work through for these builds. We’ve made significant progress on that but just ran out of time tonight and didn’t want to delay for everyone. We’re confident we can get stable builds out for you lovely people in short order, so keep your eyes on the news page!

https://www.youtube.com/watch?v=xHjECOl1TJU

Headline Features

  • Challenge modes added to Rising Tide and Queen of the Hill
    • The new challenge mode introduces a new creature – the beach tiger beetle larva. This critter lies buried waiting for unsuspecting victims to walk near its trap, then snatches them away in the blink of an eye!
    • They will only attack if your ants are alone, and can only be damaged for a short time after attacking. Will your colony accept the losses to get the food they need, or will they rip these ambush hunters from their burrows?
  • New Freeplay map – Towhead
    • Set on a small island near the mouth of a river, Towhead offers a much more intimate experience on the surface, with higher densities of creatures
    • A map option allows a periodic flooding of the lower level. This will raise your score but at the cost of possibly losing ants and resources when the waters rise
  • Minor Improvements System for Formicarium colonies
    • Got spare Royal Jelly laying around the nest? Fear not, we have you covered! Minor improvements can be accessed by selecting any already purchased species from the tech tree and selecting the icon
    • The improvements start cheap and get more expensive the more you buy for a species. Each ant species has their own different improvements which complement various play styles
  • What is that pesky spider’s web at the back of the lab? Could someone have a look at that for us, please?

Other Features

  • Main menu is now a list to make it clearer to new users what content is available
  • Creatures now have various sizes and some sizes can pass through others (this has been done on a visually logical level for example beach tiger beetles can walk over most none massive things, where as a hermit crab cannot)
  • Tunneling to the surface now takes multiple ants and take 5 times as much digging
  • Threat system added. Some creature’s attacks cause them to be a more desirable target for other nearby creatures (mostly in preparation for leafcutter update)
  • Battle Arena creatures have been put into tabs based on which tier of the game they first appear

Improvements / Changes

  • Creature movement has been reworked - should now have less issues, creatures should walk more centrally in corridors and should be more efficient
  • Ants now reserve space on tiles they are taking food to. If all tiles are reserved they instead take the food towards the queen (until all tiles fill- they then drop food as they do now)
  • Increased main menu loading speed
  • Multiple minor optimisations made throughout
  • Optimisation added to creatures searching for other creatures
  • Multiple game assets have been optimised
  • Beach texture improvements (normal and roughness masks)
  • Improvements to pathfinding underground (many distance checks are now tile based rather than path based)
  • All audio passed through new filters and re-recorded, female scientist audio re-recorded
  • New audio lines added in some Formicarium challenges
  • New audio lines added to Freeplay (start and uber spawning)
  • Ubers are no longer affected by food scaling and will drop full food no matter the Freeplay difficulty
  • Food size now changes slower at higher food quantities
  • Queen chamber workers now have a crown icon
  • Ants hatch first from queen tiles
  • Food spend is now taken from random rooms rather than the order they were built
  • Ants no longer drop food when attacked if combat is turned off for the group

Bug Fixes

  • Tiles can no longer be tagged for dig when the game is paused
  • Fixed a bug with food pickup that could cause food to be stored not on top of a tile
  • Fixed an issue that would sometime cause wood ants to misfire on surface tunnels
  • Stun, confuse and other status debuffs are now hidden in fog of war
  • Fixed an issue where AOE attacks could be blocked if something obscured vision
  • Fixed an issue where loaded part-built tiles would appear full built but with a job to build them
  • Various minor bug fixes
Empires of the Undergrowth - Mike
Greetings all! We hope you've enjoyed your summer. Time moves on relentlessly, and as we chug the first pumpkin spice latte of autumn we've made significant strides in the progress of the leafcutter levels as well as plenty of other exciting things. We've recorded with our voice artists Mary Jo, Eric and Callum (Scientist 1, Scientist 2 and Narrator respectively) for the next levels and we're delighted with their work. Before we conclude our work on 3.1, 3.2 and Formicarium Challenge 3, there are some missing bits and pieces in the existing game that need finalising in preparation. Our current plan is to do an interim update between now and the leafcutter update, and that's going to be fairly soon. Let's get on to what that'll include!


A lovely green Formica ereptor colony from jasong

The Interim Update

2nd Tier Challenge Mode

The interim update will include the challenge mode for levels 2.1 Rising Tide and 2.2 Queen of the Hill. It was always our intent for each tier to have its own special mode with an extra challenge - and we're now at the point that we want to get this all up to date before any new levels arrive.

Beach Tiger Beetle Larvae


A screenshot of the beach tiger beetle larva in progress

Activating challenge mode on the 2nd tier levels will introduce lightning-fast beach tiger beetle larvae to the fray. Even in their larval forms, the beach tiger beetles are extremely deadly. They live in small burrows, lying in wait for a hapless victim to pass by - which they then grab with frightening speed. Matt has done some beautiful work bringing these living nightmares to our game - have a look at the screenshot below.



Small Improvements System

We have introduced a new way of spending royal jelly to improve certain aspects of your formicarium colony. The type of tweaks that can be made depend on the creatures themselves, but there are 2 types for workers and queens and 4 for the black ant soldiers and wood ant ranged units (there will also be 4 for the leafcutter majors when they arrive).

Spending jelly will give a stat improvement. This can be done multiple times but will cost much more each time you do it. It'll also be a way for those of you who are sitting on a cache of royal jelly to spend some of it before the next update (but please don't feel like you have to grind for it - you don't!). The exact ins-and-outs of this new system will be detailed when the patch comes.

Narration

The recent recording sessions with our lovely voice actors have given us the opportunity to add some dialogue we felt was missing from certain points of the current game - particularly in freeplay. There will be some extra narration for this game mode, as well as some small bits and pieces for the campaign levels.

New Freeplay Map - Towhead

Whilst you’ve been getting heartily stuck into Freeplay and the response has been great, we realise that there’s not much in the way of variety at the moment. To that end, the interim update will include a brand new Freeplay map! Towhead is set on a small sandbank in a body of water, which has some interesting implications for resource gathering. It hasn’t been decorated yet but you can see how things are shaping up from the in-editor screenshot below.


The work-in-progress Towhead. Note the unusually-shaped underground spaces!

And now, back to the leafcutter update...

Leafcutter Ants - Artwork Progress

Whilst previous levels were set on a beach in a temperate environment, the next set of levels take place in the humid subtropical rainforests of Ecuador with its clay-rich soil. This gives a distinct red hue to the underground.


The leafcutter queen beneath the rainforest soil


Various castes of Atta cephalotes patrol their nest

We also have luminous fungal growths illuminating our Leafcutter colony instead of the crystals from the beach levels - a little extra flavour given that the leafcutters themselves are fungus farmers!


Illuminated by fungal growths!

Leafcutter Animations

Here's the current animations for the leafcutter major. Pay particular attention to that leaf-cutting action - after all, that's what leafcutters are born to do.

https://youtu.be/DKB7cy8AWeI

Work-in-Progress Leafcutter Montage

Liam put together this little montage of test material showing the various ways that the leafcutters are being worked on. You can see an example of the upcoming size hierarchy system that will allow some ants to literally run under the legs of bigger ones, as well as seeing some of the vertical ant movement that Matt has been working on to allow leafcutters to collect cuttings from leaves above floor level. There's also a small audio snippet of what Scientist #2 is up to in the next update. Frankly, he scares us.

https://youtu.be/mEhlDIJny8s

Streamlining Level Design

Anyone who has watched the live streams will have seen how putting levels together is a time consuming process (even ones that do not have a story), so to help with this we have developed plugins for Unreal Engine. These allow us to change tiles with a variable size spherical tool in many ways (raise, lower, dig out, make indestructible and even paint) not only speeding up level design but making it more intuitive.

See a short demonstration of John using the new in-house tools on Giphy

Please note that although this time-saving measure is a good thing for the project, we are not currently planning to release a level editor for the game. For now these are UE4 plugins that benefit us - if everything is going well when the game graduates from early access, we might revisit the level editor idea. But not yet!

Twitch Streams

There has been little in the way of live streaming recently - and for good reason. John likes to keep his streams relatively spoiler-free, and pretty much all of his current work has been leafcutter-related. We don't want to spoil all that good stuff for you prematurely.

YouTuber Highlight - ManOfTheAntz

It's rare that we see an EotU-playing YouTuber who's also an antkeeper IRL, so of course we're going to watch their videos when we do. ManOftheAntz plays the game from a remarkably unbiased perspective, given the subject matter, and manages to be damned entertaining whilst he does it. We've thoroughly enjoyed watching his trials and tribulations with EotU, and we look forward to seeing how he does with the upcoming content!

https://youtu.be/iLZ9TH3mMAc

Screenshot Central

As has fast become a tradition for the newsletter, we like to trawl through Steam screenshot uploads and manually-emailed submissions (send them to mike@slugdisco.com) for fun screenshots. F12 does it by default on Steam, if you'd like to participate.


The ants go marching 4 by 4, hurrah! Thanks to Johathon for emailing this in


The destruction of an uber devil's coach horse by joshua.schneider


A never-ending battle? Crabs vs crabs in the Battle Arena from Bilbo Baggins
Empires of the Undergrowth - Mike
Greetings everyone! This has been another one of those months where the general timings and various circumstances have meant we've not managed to get the newsletters done to the regular schedule - so enjoy this newsletter for both June and July! The biggest news since the last newsletter is obviously the release of Freeplay mode on the main branch. It's been available for everyone for several weeks beforehand in beta form, so those of you who were most keen are likely to have been fairly familiar with it when it finally landed for everyone on 2nd July. We've also got some great progress to show you with our next Formicarium update - Leaf Cutters ants!

Freeplay Released!

https://www.youtube.com/watch?v=mm4WJl1Dq5w

The reaction to Freeplay has been very positive - you've been enjoying these longer-form games and the ability to save your progress in it has been welcomed warmly (even if getting the save system working has accelerated John's aging process!). There's still plenty we are planning to do with Freeplay mode - balance changes, more maps, more environments, more creatures, fully autonomous enemy ant colonies - all that good stuff is still in its future. For now, John has joined Liam and Matt to crank up development on the next set of levels, but Freeplay will be revisited soon. After new content is created for the next set of levels, it will be integrated into Freeplay like the content from the first two Formicarium tiers is currently.


Some crazy late-game Freeplay action here from Steam user Jumbo6565

It's been great fun seeing your Freeplay setups, from those who just want a nice chilled out, slow base-building experience to the fearless guys who crank up the difficulty all the way from the start! The current documented high score for a finished game that starts at max difficulty is very nearly 4 million on our official forums by Balanite - can you do any better?

Leaf Cutter Progress

Those of you who have been following us on our social media accounts likely know that we're deep into the creation of the next set of levels now, and we have plenty of art assets that the talented Matt has been working on. Leaf cutters are our next species of ant - Atta cephalotes to be precise, a South American species with some impressive traits. They're fungus farmers - they gather leaves from the surrounding environment and place them in chambers in their nest, where a fungus that has a mutualistic relationship with the ants will grow. The ants ensure the propagation of the fungus, and the fungus provides the ants with food.

Boasting four different worker castes, introducing this species to the game promises to bring some much-needed natural increase in complexity as the player progresses through the Formicarium campaign. Below are all of the completed ant models and a description of the caste they represent. Please note that in these pictures we've put the ants in the beach environment, for the sake of having them not floating in space - in their final levels they'll inhabit an entirely new biome - the rain forest.

Queen

No leaf is safe .... bow down to your Queen.


The mighty Leaf Cutter queen

Despite forming some of the most complex societies on Earth, Atta cephalotes is not a multi-queen species as many ants are. There is one queen who can live for up to fifteen years and she's rather large. Below you can see her compared to our fictional Formica ereptor queen (the species that inhabits your Formicarium).


The Leaf Cutter queen compared to the Formica ereptor one

Minims

The smallest members of Leaf Cutter society - the minims - are positively dwarfed by their mother. These tiny ants rarely, if ever, leave the nest - instead they work tirelessly to tend to the fungus gardens the Leaf Cutters rely upon to survive.


Minims are tiny compared to all other castes - here's one with the queen

In our current design the minims are not directly controllable by the player - in fact they're so tiny that enemies will practically ignore them too; but they can get damaged by crossfire. Rather than having their own brood chambers, a number of them will spawn for each brood tile placed for another caste. They're not just there for decoration, though - they have an important role in mulching the leaves gathered by other castes into the final form that can grow fungus.

Minors

After the minims, the next members of Leaf Cutter society are the minors. Being substantially bigger than the minims, these ants join the foraging trails, tend to larvae, cut and collect leaves, and help defend the nest from predators and other threats.


Minors will take on the EotU worker-like role

Leaf Cutter minors will take on a very similar role to the worker ants from the current species. Versatile units which form the backbone of the work force.

Mediae

Next are the medium-sized media ants. These bad girls are much bigger than the minors, and they pack a serious bite with their slicing jaws. Formidable fighters in their own right, they're perfectly adapted for a life of cutting and collecting foliage for their colony's fungus gardens. A solid combat unit with strong resource gathering potential.


Now we're getting to the big girls!

Majors

In awe of the size of these ladies. Meet the Leaf Cutter majors - the deadly tanks of Atta cephalotes, and the largest of their species with the exception of the queen. These absolute units are huge soldiers - whilst they will collect leaves for the fungus gardens their main role is to fight and protect the colony. Huge muscles are housed in their heads which power mighty crushing jaws - they can easily cut through leaf, chitin and skin alike.


A Leaf Cutter major slicing effortlessly through foliage

Leaf Cutter majors will have either a "taunt" or a "stun" ability (player's choice, in the same way as rapid fire or mortar for the wood ants), representing their imposing presence on the battlefield. Taunt will make enemies want to attack them preferentially, whereas stun will temporarily disable nearby foes. Combined with their high health pool, this means they can efficiently distract whilst other units such as mediae get in extra damage to the affected creatures. They will also have an extremely powerful attack - although it is slower than that of their smaller brood mates.


A comparison of all of the Leaf Cutter castes

As you can see, Atta cephalotes is our first truly polymorphic species, with clear caste divisions throughout the colony. Although we do have "workers" and "soldiers" in the existing species, we've taken a little artistic license there since most Formica species are relatively homogeneous. Leaf Cutters show true diversity, and we're excited to get that into the game properly.

We're always a bit hesitant when it comes to estimating release dates for things - in no small part because we've proven ourselves to be pretty terrible at it. The plan on our road map says late summer - and that's still our aim. As always, this is not a promise - software development is such a complex subject that you can easily spend much longer on a problem than you thought you'd need to (and vice versa). That said, Liam will be recording with our voice actors soon and is making daily strides with his systems for fully-fledged enemy colonies, John is feeling energised after being able to work on something other than Freeplay and getting stuck into some Atta cephalotes AI action, and Matt is pumping out artwork and novel solutions to difficult stuff like vertical ant movement like it's his job. Which it is.

Screenshot Central

We sometimes like to show off some of the more aesthetically pleasing screenshots uploaded by our community - do it through Steam (F12 by default; it'll give you upload options when you end the game session), or you can email them to mike@slugdisco.com.


Good capture of Devil's Coach Horse beetle using its spray attack by KLOGO-hoPPeR


A rather pleasing nest layout from Roflcopterkklol - almost looks like a beetle!


The low light of dusk, a splash of colour from the marker, a pleasing snap by Sammiday
Empires of the Undergrowth - Mike
Freeplay Mode Added

https://youtu.be/mm4WJl1Dq5w

Customisable - play your way!
Freeplay is a highly customisable game mode giving the player full control over what creatures and landmarks can spawn, how hard they want the game, how the difficulty of the game will change as time goes on and much more.

The Dunes Freeplay map – a monster of a map!

The Dunes is the largest map in the game to date, made possible through optimisation of the surface tiles allowing us to get more for the processing power. It boasts:

  • 4 possible start locations for the player’s colony
  • 120 by 120 surface tile grid (the previous biggest being 96 by 126)
  • 80 locations for landmarks to spawn and 25 locations for creatures to spawn

Save-able

Freeplay colonies can be saved and returned to later, allowing you to take your time and even try that horrible attack wave again. For now saving is manual and there is no backup; we are planning on introducing backups in a future update.

Landmarks – let’s make this interesting!
Landmarks are various interesting points on the surface. They are randomised in look, functionality and location, will appear and disappear as your game progresses and scale with the difficulty setting.
    Aphid Farm
    • Has between 2 and 4 patches of 10 aphids
    • Has randomly generated plant decoration
    • Ladybird attacks increase with difficulty
    Poppy Plant
    • Will intermittently drop poppy seeds; the dropped seeds have a limited lifetime
    Funnel Web Nest
    • Generates dead creature chunks
    • Contains funnel web spiders that will kill nearby enemy creatures (from the player’s colony… or anything else it is big enough to take on!)
    • Number of spiders increases with difficulty
    • Has randomly generated stones nearby
    Dead Fish
    • A large source of food
    • Will attract enemy ants
    Infestation
    • Attracts large group of enemies of a specific type
    • This large group stays around the central point
    • The size of the group increases with difficulty


Creatures fight each other
In Freeplay mode creatures on the surface will duke it out with one another. However, they will not just attack anyone! Some of them will not attack larger creatures, or will ignore the smaller ones. In Freeplay every creature has a list of other creatures they do not want to fight.

Random start location
The player will start in a random pre-prepared start location. These undergrounds are similar in the resources that are available but the locations of resources are different, including where they start on the surface.

Day / night cycle and spawning
If turned on, the game will slowly tick from day to night and back again. When day turns to night nocturnal creatures will come out, and diurnal creatures will hide. Some creatures are about in both time periods. A full 24 hour cycle lasts 30 minutes in game-time.

Food spoiling
Creatures killed in Freeplay mode have a limited time to be harvested before they “spoil” and disappear (3m). Additionally, food generated by funnel web and poppy plant landmarks do the same so as to not cause too great a buildup of food.

Uber creatures – oh boy, it’s a big one!
Ubers are souped-up versions of some of the larger creatures. They can be identified by a red glow, increased size and will be announced in a message when they spawn. There are 4 types that are as difficult as each other and all provide 1000 food when killed. They take much longer to spoil than other creatures because of this (10m). The 4 types are uber hermit crab, uber beach tiger beetle, uber devil’s coach horse adult and uber beach wolf spider. Enabling Uber Creatures increases your score.

Attack waves
Up for a real challenge? With this enabled waves of enemies will spawn every 5 minutes after an initial setup period of 12 minutes. These wave will get stronger over time and do not drop food. How many can you survive? Enabling attack waves increases your score significantly.

Difficulty settings
Difficulty is handled differently in Freeplay mode. The difficulty changes as the game goes on and affects things such as the spawn rate of enemy creatures, how aggressive they are, how much food dead creatures drop and the difficulty of landmarks. You can set the start point of the game difficulty and how you would like it to change as the game progresses. There are several options.

  • Constant – the difficulty remains at the value initially set and gets no harder.
  • Ramp – the difficulty gradually increases at a steady rate.
  • Spikes – the difficulty remains constant however it will spike up in difficulty every now and then. It spikes for a
  • random amount and for a random length.
  • Ramp with spikes – the difficulty steadily increases as the game progresses but will every now and then spike up in difficulty. It spikes for a random amount and for a random length.
  • Scale With Colony – as your colony size increases so does the difficulty, meaning you should always feel a bit pressured no matter how well you are doing.
  • Random – every so often the difficulty is randomised and stays there for a random amount of time. Note you may end up starting at some very hard difficulty.

Nest entrance can be dug out, and are hidden until done so (visible on minimap)
In Freeplay, your route to the nest entrance is not dug out to begin with - giving you the freedom to plan your nest your way. You will know where the entrance is from the minimap, however you will need to tunnel to it to reach the surface.

Select your species
Choose from one of the species from the campaign (currently black ants or wood ants) or chose one of your Formicarium colonies to play Freeplay with! If you choose one of your formicarium colonies all the upgrades you have chosen for that colony will be available for your Freeplay colony (note the ants themselves do not transfer, just the upgrades).

Fog of war
Enemies and food will be hidden from you unless you are nearby, what will be lurking for you in the shadows? Fog of war greatly increases your score!

Soft population cap (Upkeep)
After a certain number of tiles have been built, further tiles will begin to increase in cost. This makes the end game more challenging whilst also keeping performance high. Workers have a seperate population. This can be disabled in setup.

So, what’s the point?
  • You are free to build up a colony and try and survive as long as you can! You can also try to score as high as possible as you will be given a score on defeat. This score is affected by several options:
  • Nest invasions increases score by 50%
    Uber creatures increases score by 10%
  • Attack waves increases score by 10%
  • Fog of war increases score by 150%
  • Disabling population upkeep reduces your score by 60%
Empires of the Undergrowth - Mike
There have been many changes since the last beta update. This will hopefully be the final version before general Freeplay release. Many of the changes have focused around having a better game experience, making the end game more difficult and improving performance. Along with this many bug fixes have been added.

Features

  • Population upkeep cost added to Freeplay. This feature has been added in order to make the end game more challenging whilst also keeping performance high. The end game is now more difficult with fewer creatures.
    • This is a soft population cap and will increase the cost of ants beyond a specific population
    • Workers have a seperate population
    • Cost increase is exponential (starts small and increases rapidly with each ant)
    • This can be disabled in setup, however doing so will reduce score by 60%
    • Added in notifications for a few things in freeplay
    • Fog added to minimap when Fog of war is on


Bug Fixes
  • Fixed an issue where moving the marker between the surface and underground could cause ants to walk to the edge of the map
  • Fixed an issue where ants could get stuck facing walls underground, especially when there were a lot of ants about
  • Fixed an issue where resource score was lost when a game was loaded in Freeplay
  • Fixed an issue where hovering chamber info could be seen in the death animation
  • Fixed an issue where dead creatures would disappear if brought underground with Fog Of War on in Freeplay
  • Fixed an issue where stored corpses despawned on game load in Freeplay
  • Time now restores correctly for scoreboard on loaded Freeplay games
  • You can no longer save Freeplay if your queen is dead
  • Fixed the levels displaying incorrectly on chamber hover information
  • Slightly altered queen start position on The Dunes Freeplay map
  • Fixed an issue preventing ladybirds spawning at the the correct rate for the difficulty in Freeplay
  • Fixed an issue where ants when loaded from a save would immediately go home from a trail end
  • Fixed an issue where ants would spin on the spot when walking or picking up food at the bottom of ramps
  • Fixed an issue where wood ant projectiles could hit a lip on the tunnel exit
  • Fixed an issue where ants were moved towards the queen on load if they were nearby (still exists but not as bad)
  • Fixed an issue where saved fish would have their food restored on load and could duplicate
  • Right clicking a notification now unpauses the game
  • Word cost removed from build tooltips
  • Fixed right clicking on harvestable resource placing marker correctly
  • Prevented photo mode when in a cutscene
  • Fixed an issue where ants would be very slow to register to a marker with no ants assigned
  • Funnel Web spiders will no longer attack wave creatures in freeplay
  • Minimap damage notification will no work no matter where your starting location

Changes / Improvements

  • Loading throbber returned to the loading screen
  • Tunnel exit tagged for excavation restores when loaded
  • Changed the information on chamber hover to be more relevant to each chamber
  • Reduced ant reaction time (wood ants should no longer reach targets before starting to fire)

Freeplay

  • Ant fog of war vision radius has been increased (nearly double)
  • At higher difficulties creatures will now drop less food (starting from 50% difficulty) and be much more likely to attack the player in Freeplay
  • Later waves will now produce higher level ants
  • Wave power significantly increased
  • Wave timer has been reduced to 5 minutes and a 12 minute setup time has been added.
  • Every 5th level wave creatures changed
  • Added a warning to the player if they do not tunnel to the surface when waves are queing up to spawn
  • Ubers can now spawn in all waves after wave 15
  • Wave number is constantly displayed once they start spawning
  • Added wave number to Freeplay score screen
  • Chance of Ubers spawning increases with difficulty
  • 14 landmarks will always spawn at the beginning
  • Landmarks types are now evenly distributed
  • A new landmark spawns every 150s down from 180s
  • Uber creatures stats reworked, should attack slower but be more deadly and deal AOE damage
  • Prevented smaller creatures spawning in waves later on (tiny spiders and devils coach horse larvae)
  • More creatures spawn at lower difficulties
  • Added a reload button on defeat in Freeplay

Performance Improvements

  • Refined collisions for substantial performance improvements
  • Performance improvements with certain animations
  • Performance improvements with skeletal mesh updates
  • Small optimisations added in for Freeplay
  • Blueprint Nativisation in use for substantial performance gains
  • Major optimisations in nurseries
  • Creature decision making moved into C++ for major performance boost
  • Job management speed improved
  • Minor array access improvements
  • Minor creature AI speed improvements
  • Multiple minor optimisations
Empires of the Undergrowth - Mike
With this update to the Freeplay beta comes saving! Due to the complexity of this there are likely to be bugs here and there and we would very much appreciate reports of them. As this will affect saves we strongly recommend you backup your saves before trying this update.

We’re close to the end of the beta period for Freeplay and it will soon be made available for all players, but if you aren’t yet participating and would like to please follow the instructions here:

  • Find Empires of the Undergrowth in your games library
  • Right-click and select “Properties”
  • Find the "Betas" tab
  • Enter the code "betatestants" (without quote marks) and press "Check code"
  • Make sure you've chosen the beta from the drop-down menu
  • The game will now update to the beta branch version

As always, thanks for your help with this. We will soon be ready to test on Mac and Linux then finally release Freeplay officially.

New Features

  • Freeplay games can be saved
    • WARNING: Whilst we are testing this we STRONGLY recommend backing up your game before trying the new update
    • At present Freeplay games do not save backups themselves; we will be introducing this in the future
    • You will notice the Freeplay colonies you have already made available to load when you open Freeplay – these saves will be incompatible, please delete them as loading them may cause a crash (they do not have level data saved with them)
  • Fog of War added to Freeplay
    • This hides all enemies on the surface unless you have an ant close to them
    • Due to the difficulty this adds, it dramatically increases your score
  • Some Freeplay setup options now add a multiplier to your score
    • Nest invasions increases score by 50%
    • Uber creatures increases score by 10%
    • Attack waves increases score by 10%
    • Fog of war increases score by 150%
  • Placing a marker will temporarily draw the trail the ants are likely to take to reach it
  • All ants have an icon on them which roughly describes their role (worker, melee, ranged, tank)
  • Hovering over a chamber will now give information about the room (ants, eggs, tile levels, storage)
  • The nest group can now be selected and can have aggression and gathering turned on and off
  • Realistic mode added in general options (hides tile surfer outlines, food outlines, path arrows on markers and marker icon overlays)
  • Request to dig to surface can now be cancelled
  • Minimap darkens as the day darkens
  • Game will now pause when notifications are open (can be toggled on and off via notification button or option)
  • Some tech tree icons have been updated
  • Some furniture added to main menu screen


A screenshot showing two new features - classic RTS Fog of War (Freeplay only) and the ant trails being temporarily drawn when you place a pheromone marker

Bug Fixes

  • Fixed an issue that could cause all creatures other that colony ID 0's health to be halved in Freeplay
  • Fixed Royal Decree (thanks to Rayalot72 for reporting this)
  • Potentially fixed issue with some hardware causing large black shadows to appear in 1_1 and 1_2
  • Fixed a crash that could happen in levels with no surface
  • Fixed a bug with the last chance worker in Freeplay
  • Fixed an issue with the spawn point of waves in Freeplay
  • Fixed some text capitalisation inconsistencies
  • Changed title of Other Modes
  • Fixed the "Reload last save" button in Freeplay

Balance changes / improvements

  • Uber creature corpses can now be harvested by 8 ants at a time
  • Stunned swirl updated
  • Performance improvement added for rendering the upgrade overlay
  • Several minor optimisations added
May 30, 2018
Empires of the Undergrowth - Mike
Good afternoon, morning and variations thereupon ladies and gentlemen. We're back to the monthly newsletters after the dual one last time - we're about to pick up pace on the news front! It's very near the end of the transitory phase now - all three developers are full-time on the project from now on, and we're finalising the plans for everything going forward. However, we do have to give a special mention to one of our team - John, our lead Freeplay developer, has been celebrating the arrival of his baby daughter. Congrats to him on the expansion of his colony!

Freeplaying All Day

The Freeplay beta is continuing and we're still digesting all of your feedback. Remember, even if you don't get a direct response from Mike or another team member for your suggestion or bug report, we are reading all of it. There's just so much to read that it's not feasible to always reply, but we do our best! John is currently finishing off the saving system. Once he's done with that and a few other pressing changes have been made, it’ll be time to put it on the main branch so that all owners of the game can play it. You can still join in the optional beta testing (without saving) right now if you haven’t yet - see the top of our previous newsletter for instructions. The beta is for Windows only, but when we put Freeplay on the main branch Linux and Mac users will also be able to access it.


A very ordered nest layout and lovely poppy display in this Freeplay playthrough by Switch

Full-Time Boys - Liam

Last time, we reported that John was able to quit his job and go full-time on the project. We're delighted to report that now, Liam has done so too - completing our trio of developers now working full-time. Up until a couple of months back, only Matt was dedicating his whole professional time to the project. We feel a bit like a record on repeat in saying it, but it's entirely true - only the support of our fans has allowed this to happen. Making the leap of leaving a long-held job for the unknown future of a home-grown project is a terrifying step - and one that we've only been able to take because of you guys. We owe you a really good game in return, and we're going to make that happen.

Enjoy these picture of Liam finishing his last day at his old academic job in Germany - getting in some last-minute ant revision, then enjoying his final currywurst before returning the the UK to work full-time on Empires of the Undergrowth.





Artifical Antelligence (why didn't I use this title last time?)

Liam is now working full-pelt on the AI for a computer controlled colony. Whilst we have some basic AI options for colony control in the project, these currently boil down to scripted enemies with pre-built bases, sending waves out on regular timers. The current task of having a fully independent AI player, able to make informed decisions is a much taller order! This week the computer controlled colony (known in the project as “Hive Bot”) is being taught how to detect and avoid dangerous caverns whilst digging underground, or how to incorporate them into their base. For a human player, it is easy to spot the red exclamation marks hovering below the surface, but Hive Bot needs a little more help. In the picture you can see our new cavern data object; this is what the bot will see and will give it an idea of how much food and danger might be present if it digs through.


The Hive Bot's helping hand

The implication here is that AI colonies will, for all intents and purposes, operate in the same way that a human player does. They'll start off with a queen and a few workers, evaluate their surroundings, then decide on an appropriate form of expansion. The solution they decide upon will be different each time the game is played. Properly functional AI colonies are essential for our plans for the next tier of the Formicarium campaign mode, and will also be integrated into Freeplay.

Choosing Ant Species

A lot of thought goes into the selection of ant species we include in the game. Not least because once we commit, we have to put serious time into them! Both Formica fusca and Formica rufa were chosen primarily for being iconic temperate ant species - and the rufas obviously for their real-life acid spraying abilities, which fitted our RTS-style game rather well! For leaf cutters, we chose a fairly ubiquitous species with Atta cephalotes (picture below) which has lots of polymorphism (in-species different body shapes, allowing us to have fun with different castes of ant). In the very old versions of the game, there were many more ant species but they were much less fleshed out. Our philosophy now is definitely “less is more” - fewer species, but more love given to each one.



We’ll be showing some of the artwork for leaf cutters as we complete it. As an interesting note, we do stretch reality somewhat in the game but where we can we want to be realistic - so we recently asked one of our favourite entomology groups how they’d feel about the realism of Atta cephalotes coming into conflict with an as-yet unannounced species. They gave it the thumbs up! It’s nice to have those checks in place.

Zealous Emerge

We were invited along to the Zealous Emerge awards a couple of weeks back. It was a fun event - and Empires of the Undergrowth won in the game section! Seeing that only his name is engraved on the trophy, Liam is currently taking quotes from contractors for a custom-built shelf to house it. We would like to thank the judges and the organizers for all of their help, particularly Guy Armitage who has spent the last week beating the game (but certainly not during work). We were joined in our booth by AsobiTech and their magical flying cat game Mao Mao, it's loud and colourful and should be coming to several different platforms this year. We wish them the best of luck with their launch! http://aso.bi/maomao/

https://twitter.com/asobitech/status/994667121132167169

Screenshot Central

Time to showcase some of our favourite screenshots of the past few weeks! Keep uploading your shots to Steam, or submit them via email to mike@slugdisco.net. Remember you can enter photo mode by pressing F8 (by default) to get some really cool angles for your shots.


AK_tion_47 proves he's still the king of Freeplay screenshots with this stunner


A simple but aesthetically pleasing shot of a Formica fusca queen by 3Rk4n


Welp.... Slam was unlucky enough to be attacked by two uber creatures in Freeplay. RIP.
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