Please enjoy our updated trailer, featuring the leafcutter ants and rainforest environment!
We're very pleased to announce that our first major update for Empires of the Undergrowth, the Leafcutter Update, will be coming to the game on April 25th! Featuring an all-new rainforest environment with new critters of all sizes, two new levels which will see you face off against fully-fledged colonies, and a new Formicarium Challenge where the dastardly scientists have something special planned for you.
The jungle floor stirs. Ants of all sizes creep out of their holes to harvest the nearby foliage, travelling far and wide to find the choicest leaves. The odds are stacked against these fledgling colonies - you may be tempted to discount creatures that forage for leaves but with huge crushing mandibles on their side they are not to be underestimated.
Although we have a policy of not announcing dates until we’re 100% sure, it is safe to say we are now very, very close to getting the leafcutter beta out to Kickstarter closed beta tier backers. Those of you who are on this tier, please keep an eye on your emails over the next week or so. The coming build for you guys will be feature-complete from a gameplay perspective, but will be missing some things like sound effects (the new creatures currently all sound like the Devil’s Coach Horse adult). Those will be added in throughout the beta as we continue development.
Leafcutters gather leaves in level 3.2 Front Line
As a quick explanation for everyone else – the closed beta group consists of people who supported us at a certain tier during our Kickstarter campaign in 2016. The beta typically lasts a few weeks, where we take feedback on things like balance and glitches. It really helps us polish things to be great for everyone and gives a bigger sample size than just the four of us on the team, and it means when we get the update out to everyone it’ll feel really good to play right from the off. Of course, things like balance and glitch fixes don’t end when the beta does (the size of the beta group doesn’t come close to all users!) so we will still be very grateful for your feedback as things continue.
A short time into the beta, we should have a fairly good idea of how long it’ll take us to deal with the resultant feedback and it’s at that point that we’ll decide on a release date. Exciting times!
Leafcutter-shaped Formica ereptor ants in the new formicarium
Since we’re so close to having things ready, there hasn’t been much in the way of “new” stuff to show over the past month (not because there’s nothing left, but we’ve reached a limit on things we want to share without spoiling the upcoming content too much).
Praying Mantis vs The Battle Arena
One of the more fearsome beasties you’ll encounter in your life as a leafcutter colony is the leaf mimic praying mantis. There are several sizes of mantis, but in its final instar it’s an outright terrifying opponent that even well-prepared players will find difficult. Here’s a preview of her in the Battle Arena, against a fairly typical mix of leafcutters. She has some unique stealth abilities due to her natural camouflage – note that she doesn’t appear on the minimap until she decides she’s going to attack, and the ants have to be very close in order to spot her. This makes more sense in the context of a rain forest floor covered with leaves.
You’ll also notice that she has the ability to pick up an ant and consume it, instantly killing it and restoring health. This gives her remarkable durability, so she must be overwhelmed quickly and with large numbers. Majors are a little big for her to eat in this fashion, but minors and mediae go straight down the hatch!
Leafcutter AI Timelapse
Here’s a sped-up look at the enemy leafcutter colony you will encounter in level 3.1, The Harvest. It’s controlled by the AI (but it has a pre-built nest layout, which makes sense for the campaign levels). Fully autonomous AI colonies will eventually feature in Freeplay.
Some of the ants have a green cloud surrounding them. This is a status indicator showing the ant has recently been in a refuse chamber – which causes sickness to ants that aren’t minims. You’ll want to build your refuse chambers away from thoroughfares and brood chambers.
Natural Variety
Here’s a couple of screenshots showing some of the cosmetic variations we’ve added to the appearance of some of the creatures – in this case the leafhoppers and the harvestmen. Although not strictly necessary from a gameplay perspective, we’ve taken the time to do things like this in order to try and reflect some of the huge natural diversity that exists in rain forests. Of course we can’t come close to how diverse they actually are, being the richest terrestrial environments on the planet – but we can try to replicate it in a small way.
Behind The Scenes
Here’s something a little different – an in-editor look at 3.1 The Harvest. We use Unreal Engine 4 to build Empires of the Undergrowth. It’s an incredibly comprehensive and featured development environment, and this video shows a little behind-the-scenes look at the workings of a level.
The white lines on the plants are mathematical objects called splines. These act as a guide to the pathfinding AI and indicate that these are plants that can be climbed and harvested by leafcutters for their fungus farms.
The bright green and red on the floor is called the navmesh – it indicates the areas of the map that are navigable by creatures. It’s a static object on the surface, but often has to be re-computed underground because the player changes it with their digging!
The screen with the large, complex-looking flowchart is called a blueprint. These are a powerful feature of UE4 which we find particularly useful for AI behaviour. In this one, you can see that every few seconds it “thinks” – indicated by the orange line as it follows the algorithm and reaches a decision. This is the AI for the enemy ant colony in level 3.1 – it reacts actively to the player, making its own decisions instead of following a timed script, like the colonies in 2.2 do.
It’s Nearly Trailer Time
Since we’re so close to having things ready, it’s time to start thinking about trailers. We love a good trailer – they’re a great way to build up some awareness and, dare we say it, hype for a release. We have a background in short film-making, in fact it’s the shared hobby that brought all of us together many years ago!
The above is a look at an in-progress shot designed by Liam. We make custom builds with trigger-able camera moves to capture our trailer footage using OBS. Ignore the sound for now – as mentioned above a lot of the new sounds aren’t in yet; that will all be sorted later!
John’s Changelog
Every so often, John has been posting recent changes to the source control of the game on our official forums. These can offer a little insight into what’s currently being worked on. As before when we’ve done this segment, here’s his full post but here’s a few selected highlights with some extra commentary to give more context.
Minimap displays gather-able resources – all food items that can be gathered, whether they be leaves for the leafcutters or dead creatures for other ants, will now show up as a dot on the minimap. This should help players direct their forces to resource-rich areas with more certainty.
New Freeplay setup screen added – John has expanded and re-designed the Freeplay setup screen to be a bit clearer. This is the first step in his overhaul of Freeplay which will begin in earnest once the leafcutter update is out.
Prepared documents for localisation – we’ll be adding the first two translations to the game soon (German and Chinese) and there’s been a lot of prep work involved in this process.
Lots of work on the trailer for leafcutters – Liam has been designing shots for the upcoming trailers, as detailed above. He’s been making custom builds of the game that showcase designed camera moves.
Gather and aggression buttons updated for colour-blind – it was pointed out to us that our colour scheme for the gather / attack toggle buttons is difficult to differentiate for people with colour blindness. They now have a visible line across them when switched off.
Added in chunks for every creature in the game (no longer will harvesting a fish produce a Devil’s Coach Horse leg) – up until now, harvested creature chunks all shared the same models and textures. Matt has put in some work to make sure this is no longer the case.
Added canopy shadows to the new levels – as is fitting for the rain forest, the third tier levels will have a dappled lighting effect on the surface to represent bright sunlight filtering through the treetops.
Screenshot Central
We’ve been spoiled for choice on the beautiful screenshots this past month – you lot have really been upping your game! It’s been difficult to choose three really good ones from many very pretty examples, but here they are. As always, take your screenshots on Steam (F12 is the default key) then upload them when you exit the game from the window that pops up. You can get some great angles by using Photo Mode (F9 by default).
Alternatively, you can manually email screenshots to mike@slugdisco.com.
Uber beetle bearing down from returning contributor AK_tion_47
Ladybird massacre from Hilfspage
Beautifully captured tiger beetle larva from returnee MorPacke
We're now much closer to our first major update, featuring leafcutters. As well as continuing development of the update to completion, we've been dealing with quite a lot of meta-requirement systems in the meantime, such as subtitles (which will be a long-overdue feature beginning with this update). Once we're at a point where we can get meaningful feedback from our closed testing group, we will release it to them and that will soon give us a good idea of how long it will take to correct any detected issues. As always, our policy is to not give vague guesses on release timing, only solid dates once we're certain of them - but we're feeling good about the current pace of things and the rate at which the remaining task list is being ticked off.
A cloud of venom surrounds this Formica rufa queen from alexraptor554
There's been plenty of good visual things finalised and ready to show off over the past month - some of which show off some leafcutter mechanics. So let's have a look at some of the fun things that await when you introduce Atta cephalotes to your Formica ereptor colony!
Floral Diversity
Rainforests are hugely diverse - they're the most diverse land habitats on Earth; rich in speciation and sheer variety of solutions to evolutionary problems.
We've worked hard to make sure that's reflected in the fauna, but just as importantly the flora of our Ecuadorian setting. Here's a closer look showing some of the plant life in a recent art pass of level 3.1 - the first leafcutter level.
Fungus Production Pipeline
Leafcutters gain their nutrition from the fungus they grow in their gardens, sprouted from decomposing leaf cuttings harvested from the surface. The minors, mediae and majors collect cuttings and drop them off in designated chambers.
The minims (the smallest leafcutters) then take the leaves to the brood chambers where the fungus grows (this includes the queen tiles). The fungus will grow as leaves are added, then diminish as it is used up by new hatchings and tile placement – it then produces waste which must be managed. The short video below demonstrates this process.
Placing a pheromone trail marker near a plant will draw leafcutters assigned to it – they’ll see the plant as a harvestable food source, just like seeds or dead creatures in previous levels. The major, mediae and minor workers climb the stem, taking time to cut a chunk of leaf before taking it to a drop-off point in the nest. As detailed above, the minims will then take it to the fungus gardens.
The leaves will diminish visually as they are harvested by the leafcutters, giving a physical indication of when the resources are used up and new grazing pastures must be found.
Below is a rather pleasing close-up of this process happening.
This pair of pictures shows the near-completed interface modifications needed to bring leafcutters to the game. You’ll notice a new resource bar at the top of the screen. Green on the left represents fungus available to spend, grey is space available on the nursery tiles to grow fungus, and red on the right is used fungus that needs to be disposed of.
Over time, the fungus produces waste which must be removed and taken to special chambers (right of the first picture). The refuse chambers will have a detrimental effect on nearby brood chambers, so it’s wise to build them a good distance away from where your ants pupate and travel – non-minim ants walking through them will take a speed and attack de-buff as well as suffer damage for a time. This represents the disease that the real-life counterparts of our leafcutters aim to avoid by having dedicated refuse areas. Waste decays and disappears over time – faster for upgraded refuse tiles.
The New Formicarium
"Yes, yes, I know how to use a trowel!" - Scientist #2
The colony’s current home is not suitable for the next set of tests. In order to continue the experiment, the scientists will need to relocate the queen to a new Formicarium. She and a few of her workers will be relocated into this new setting, which has a few… extra features.
When this process happens, the colony will need to leave its food, construction and territory behind. However, it will be rewarded an amount of royal jelly for each territory point and item of food (spent or unspent). This can be spent on the new leafcutter majors or any upgrades and improvement the colony needs – this will help it get quickly back up to speed. All upgrade paths and minor improvements will also carry over.
The change will happen just before you move on to tier 3 – in the level selection dialogue there will be a button which will unlock the 3rd tier levels.
What Were We Up To In January?
Last month, John posted some select notes from the source control (update log) of Empires of the Undergrowth, to give a little insight into what each of our developers has been doing. He’s made another post along these lines in the meantime, and as before we think it’d be fun to go through some of these notes and give a little extra commentary to them. We encourage you to read John’s original thread, and indeed sign up for our official forums whilst you’re at it!
Changed the way ramps work when the tide rises (ants no longer fall through) – this was the cause of a hardware-specific crash that had plagued us for quite some time. As it turned out, some ants when caught on ramps were falling through them to infinity – and in certain situations this caused a game crash on some systems. A tricky one to fix, but perseverance got us there! This has already been implemented in the current playable build of the game.
Tweaked uber resistances – in certain situations and with certain colony setups, some uber creatures had become practically invulnerable. This was an oversight and not intentional – although uber creatures are still extremely tough and deliberately so, there should be fewer situations where they are unbeatable. There’s plenty more tweaking work to be done on freeplay, and indeed once the leafcutter update is done John will be focussing on another freeplay pass.
Set tabbed minimaps to always have home nest on the left – the coming updates will enable multiple true colonies in a limited sense. To access their minimaps, there has been a new system made to keep them accessible as tabs behind the player’s own.
Ants that enter an enemy colony are now tracked– similar to above, you’ll be invading some other nests if you dare.
Subtitles for all levels added – a long-overdue feature and one important for accessibility (and localisation) but one which needs a lot of grunt work. We’re at a point now where we want this functionality to be there going forward – it’s important to the future of the game and our community as a whole.
Tweaked the dissolve in various ways – this refers to the visual effect when a foreground object needs to be partially obscured by dithering so you can see through it. It’s particularly important for the Ecuador levels, which have a lot of low-growing foliage.
Preparing in-game text for translation – localisation is important for the success of a game. We’re getting there.
Screenshot Central
Looking through the things you guys do with the simple tool of Photo Mode (F9 by default) or otherwise is always an excellent palate cleanser after writing one of these newsletters. It refreshes the soul. By default, F12 will take a screenshot in Steam. You can get it to us by simply uploading to Steam Community (a dialogue box allowing you to do this will pop up when you exit the game) or by manually emailing the screenshot to mike@slugdisco.com.
MorPacke back again with this fantastic wood ant colony shot
Sinister spider from Daethalion
A valiant effort to ward off an uber beetle in this colourful shot from MasterAntlion
Our first newsletter of 2019! A bright, shiny, spanking new year – and it’ll be a big one for ants. After the holiday break the guys are back to working on the 3rd tier Formicairum levels. We’ve also released a couple of glitch-fixing patches in the meantime to deal with some widespread issues. Firstly, let’s get to what’s ready to show from 3.1 and 3.2.
A Formica ereptor queen from MorPacke
Jumping Spider
Salticidae is a widespread family of spiders that can be found all over the world. They travel widely in search of food and do not spin webs to catch prey – instead they actively hunt, using powerful back legs to pounce on unsuspecting prey before it had the chance to react. For this reason, they are known as the jumping spiders.
The species that will appear in Empires of the Undergrowth is Psecas viridipurpureus, a South American resident. It’s brightly-coloured, and even a little cute if you can see past its arachnid form! It sits patiently, turning its body from left to right to allow its highly specialised eyes to scan the environment. When it spots a likely prey item, it perfectly calculates the distance it needs to travel, then pounces.
The harvestmen are a diverse group of arachnids (order Opiliones). They may colloquially be called daddy longlegs. Although superficially spider-like in appearance, they differ greatly from true spiders in several ways. They have no distinct separation in thorax and abdomen, and only a single pair of eyes. They are further distinguished from spiders by often being generalist, opportunistic feeders rather than predators – a rare trait in arachnids. They might hunt, scavenge or graze. The South American species in our game is sometimes called the “Jason’s mask harvestman” because of the distinctive hockey mask-like pattern on its back.
In-game, the harvestman keeps its body at a safe distance from attackers with its long legs – although the legs themselves can be quite brittle. It may have a cursory nibble at a trail of leafcutter ants, but it will make a quick retreat if it suffers an injury such as the loss of a leg.
Leafhoppers are small insects that subsist by consuming sap from plants. They’re related to cicadas and spittlebugs. True to their name, when startled or in need of new feeding grounds, they leap many times their height into the air and find another leaf to feed upon. As members of the order Hemiptera, leafhoppers are “true bugs” – insects with specialised mouthparts that feed by sucking.
Sometimes when you design a game, you want to include things purely to set the tone and enrich the world. That’s the case for leafhoppers in Empires of the Undergrowth – they’ll appear in the leafcutter levels to bring a sense of biodiversity to our recreation of the incredibly varied rainforests of Ecuador. The leafcutters obviously do not eat other insects, but their leaf-cutting activities will disturb the leafhoppers!
What Did We Do In December?
One of our developers John took a few minutes to make this post on our official forums during the last week. He details some commits (changes) made to the game source control by himself, Liam and Matt over the course of the Christmas break. Please follow that link and have a look through it yourself, but I thought I’d just highlight a couple of points he included for the sake of intrigue:
Balance changes to the refuse chambers – in this commit John is referring to a mechanic that will be introduced with the leafcutter levels, the refuse chambers. Leafcutters grow fungus from their foliage cuttings, and the spent fungus produces waste. It will be the job of minim workers to remove waste from the fungus gardens to the refuse chambers. Failure to have sufficient refuse chambers far enough away from the gardens will have a detrimental effect on the workforce.
Focus on large creature patrols – we’ve shown you some fairly big new beasts for the leafcutter levels, but we’ve not shown you everything! There are some things we don’t want to spoil just yet, if at all.
The Spiny Devil - one of the creatures getting several size variations
Medium-sized Spiny Devil – like the beach tiger beetles, hermit crabs and wolf spiders in the 2nd tier, several of the rainforest critters will come in several sizes. This includes the spiny devil, praying mantis and harvestman. See the previous newsletter for details on some of those beasties.
Leafcutter resource system – resource complexity has a step up with the leafcutters, as a natural increase in complexity makes sense from a gameplay perspective. These things need careful implementation and balancing – and that’s an ongoing process.
Leafhoppers and a system to manage them – as well as doing the artwork for our decorative leafhoppers (detailed above) Matt has created a system to handle their behaviour. The other denizens of the rainforest won’t interact directly with the leafhoppers (they jump away much too quick) but they’ll still realistically ping themselves away when approached.
Leafhoppers doing leafhopper stuff
John hopes to continue these sort of posts on an informal basis every so often – just to give a little insight into the day-to-day work that goes into the making of Empires of the Undergrowth. He’ll only be posting them on our own forums, so this is a good time to get yourselves signed up to them and introduce yourselves to our small but friendly community.
The State of Play
We’re getting lots of people (quite rightly) asking how far away the leafcutter update is. We’d like to think that we can recognise things we’re not very good at, and it’s fair to say that estimating our release dates is one of those things. In our experience a missed deadline, even a vague and non-specific one like “winter”, is likely to cause disappointment in our fans and that’s the last thing we want.
The leafcutter levels (3.1, 3.2 and Formicarium Challenge 3) are each an order of magnitude more complex than anything and everything we did in the 1st and 2nd tiers, and it shows in our current testing. Rest assured, although we are taking our time, we are taking our time to do it right and the results will be worth the extra patience you lovely bunch have shown yourselves to have in abundance.
It’s been policy for a while, but to make things explicit – going forward we won’t be giving vague guesstimates – only solid dates when we’re sure of our ability to meet them.
Screenshot Central
As ever, we love trawling through the screenshots on Steam to find the best of the uploads. Take your screenshots on Steam (F12 by default) and upload them once you quit the game. Photo Mode (F9) will help you get some pleasing angles on your snaps! If you’d prefer not to deal with Steam, you can also email your pictures to mike@slugdisco.com.
A festive snap from Smoky
Battle lines from WiseOldWeaboo
An easy-on-the-eye Formica fusca colony from MorPacke
In this patch we have hunted down a bug that is crashing the game on Queen of the Hill. We thought we had it solved in the last patch but people were still reporting it. Thanks to our great community we have finally found it and interestingly it was to do with the ramp and ants falling through them when the tide rises. We have now changed how these work.
Bug Fixes
Fixed an issue crashing Queen of the Hill on certain hardware setups under certain circumstances. This issue was caused by ramps being made pass through-able when the tide rose on 2.1 and 2.2. This would occasionally cause ants that were pathing on them to fall and potentially re-path in a near infinite loop. This bug has been hard to replicate and hence hard to fix but special thanks to our community for helping us locate this one. Due to this we have made changes to how this works.
Fixed issues with creatures picking up other creatures (Interpolation should work vertically, creatures should correctly stick to the mouth and animation should play correctly during pickup)
Fixed an issue in Freeplay telling the player waves would spawn consecutively after 8 minutes when it should have been 12
Fixed a message telling the player waves would come every 5 minutes when in reality it is 6 (if you include the timer countdown)
Clicking the door in the lab no longer closes the game
Fixed an issue in Freeplay where the warning timer was not using the same calculation as the wave timer
All values in ant improvements are now rounded to 2 decimal places
Freeplay wave timer info now accurately represents the time between wave spawns and not the time from one wave spawning to the start of the next timer starting (13m setup 6m between)
Fixed some issues with the size of woodworm food items
Key presses that are meant to switch from above to below ground have been disabled in photo mode to prevent strange lighting changes
Fixed an issue where food could get stuck on the surface in your ant tunnel
Notification about the Gate mission 1 will no longer appear after you have completed it
Fixed an issue shrinking the areas ant could appear on the surface from the nest area
In-game UI elements are no longer shown in photo mode (Markers, chamber info ect)
Force player out of photo mode and prevent them entering it when victory of defeat is happening
Changes / Improvements
Creatures will no longer pass though ramps as the tide rises falling into the water. Instead any ants assigned to markers touched by the water will be immediately sent home when the marker is dismissed.
Beach tiger beetle larvae have been given high slow resist
On Queen of the Hill Challenge Mode in Easy, Normal and Hard beach tiger beetle larvae will spawn more often and increase the rate of spawns each day
Dead creature harvest locations and pickup locations have been more centralised, meaning ants should no longer carry woodworms within their bodies (at least less often) and harvesting should be from a more logical point of the dead creature
EDIT: Hotfix 11th January
A hotfix was released for this patch on 10th January, bringing this update to version 0.1353
Fixed an issue with ants staying with and repeatedly dropping a food item when all food storage was reserved, but not all food storage full
We've pushed a hotfix update to Empires of the Undergrowth to fix 2 major glitches.
Fixed an oversight with the music switch over from day to night that was crashing 2.2 Queen Of The Hill for some players
This issue was missed by internal testing since it only seems to happen on certain hardware configurations and only for a small minority of players.
Fixed an issue that was giving players 20 territory each time they returned to the formicarium
An oversight in territory given to players on the upcoming 3rd tier Formicarium missions made its way into the previous build, creating an infinite territory glitch.
With the exception of a few necessary balance changes and fixes for the more recent playable builds, the team’s sole focus for the past month has been the leafcutter update. Over the past few weeks we’ve been showing off some of the progress on the creatures of Ecuadorian jungle where these levels are based. Our artist Matt has been producing amazing work to bring this sublimely rich ecosystem to life within Empires of the Undergrowth. John and Liam have been working on bringing the creatures into the game and figuring out how they interact with our leafcutters. This newsletter will therefore focus mainly on the amazing biodiversity of the rainforest setting. Without further ado, let’s get to having a look at some of these fantastic beasties!
The rainforest at night
Rove Beetles
Rove beetles are a diverse group of insects that can be found the world over - in fact, the European devil’s coach horse that’s already in the game is a kind of rove beetle. The main distinguishing feature for these beetles is the short elytra (wing coverings) that leave most of their backs exposed. Many, many species of rove beetle exist, and some of them are rainforest dwellers. They’ll come into conflict with our leafcutter ants.
Rove beetle larvae
Although leafcutters do not eat other creatures, they are fully aware that other creatures will happily eat them - and so they’ll defend themselves with the same deadly zeal that any self-respecting ant with giant slicing jaws would.
Two varieties of rove beetle adult
Spiny Devil Bush Cricket
The fearsome spiny devil bush cricket (Panacanthus varius) faces off against a leafcutter colony. Covered in defensive spines, this monster may well be guarding some of the choicest leaves for the harvest - which means it must be confronted. Bush crickets are also sometimes known as katydids.
In-game, the spiny devil's spines will mean that any creature that does damage to it will suffer some damage in return, whether or not it is actually being attacked by the cricket. It also has an area of effect bleed attack which will continue damaging the target for a time after.
The spiny devil is not idly named!
Praying Mantis
The mantids are an iconic group of insects - known for their "praying" folded forelegs and upright posture, as well as their covert hunting techniques. This particular species is a leaf-mimic praying mantis (Pseudoxyops perpulchra), specifically adapted to hide in the foliage with near-perfect leaf camouflage. In its final instar it's a voracious hunter of insects, using its natural stealth to get close to its quarry.
The leaf-mimic mantis will have a unique stealth ability reflecting its natural prowess at ambush attacks. It will not appear on the minimap - nor will its health bar be visible - until it decides to engage the player. The range at which ants can notice and attack it is also much lower than it is for more conspicuous creatures.
Army Ants
The relentless march of the army ants is legendary. These ants form large colonies, living a nomadic lifestyle. They scour the rainforest, sending out waves of workers to demolish anything in their path to feed their expanding empire. Like many species of ant, they have a distinct caste system. In these pictures we see two separate castes of Eciton burchellii - small and medium-sized workers.
Featured below is the soldier caste - analogous to the large majors that the leafcutter colonies produce. These brutes protect the flanks of the army’s trails from attack. Their large mandibles are more than capable of delivering a killing blow to any number of arthropods and a painful nip to things larger. Unless prepared for battle, it would be advisable for the denizens of the rainforest undergrowth to avoid the trails of the army ants lest they incur the wrath of their imposing protectors.
In Empires of the Undergrowth, the leafcutter colony will encounter army ants overlapping its territory. They represent a strong existential threat - unlike our leafcutters army ants readily eat meat, and the brood of a fledgling leafcutter colony would be a nutritious prize.
One Year On
As of 1st December 2018, it’s been one year since we released the early access version of Empires of the Undergrowth to you all. We’ve had incredible support, love and kindness from all of you and that makes each day we work on the project a joy. Such an ambitious project is not without its difficulties and pitfalls, particularly for such a small team, but with you guys behind us we feel we can achieve everything we’ve set out to do.
The last year has seen some big changes to not just the game, but the lives of those of us on the team. All three of the developers have been able to give up their day jobs to work exclusively on the game. Our entire lives have been restructured around it and that’s a very exciting thing.
As far as the game itself goes, we’re not too far from a huge update in the form of the leafcutter levels. We know you’re all desperate to sink your jaws into them, and we can’t wait to get them out to you. There are still some more surprises in store for this update, and we’ll be teasing a few more of them as we complete the work. Keep an eye on our social media - particularly Facebook and Twitter - for those.
So, here’s to the future! And here’s to you all, you lovely bunch. Continue being awesome.
YouTuber Highlight - Flexible Games
Flexible Games has been playing Empires of the Undergrowth diligently for several weeks now. What’s made his playthrough fun to watch for us as developers is that he’s gone into the game blind, with very little knowledge of what’s in store. Genuine reactions like this are often hard to come by, and it’s been an experience watching him get to grips with the systems. Here’s part 1 of the extensive series - he’s now completed the current campaign levels and moved on to Freeplay.
Once again it’s time to have a look through the Steam screenshot gallery for our favourite submissions of the past few weeks. As always, that’s the easiest way to get them to us (F12 by default from Steam) - but if you want you can email them directly to mike@slugdisco.com.
Testing the limits in Battle Arena in this snap from xw_elite06_wx
A funnel web spider claims a victim from z0mbiesrock
A simple, pleasing shot of a wood ant queen from M O T H
We've corrected some issues and resolved a final few things on our to-do list for Early Access V0.135. With any luck, this is likely to be our final patch before the upcoming major update (bar anything game-breaking). If you spot errors, please continue to report them in the forums, but as mentioned we're now cracking on full-steam ahead with the leafcutters!
Fixes
Creatures should no longer get stuck on grass
Ladybirds will no longer leave after 10s unless they are stuck (they will now leave after 15s if stuck) and should be back to their usual aphid eating antics
Fixed an issue that could cause creatures to get stuck trying to use an ability
Fixed an issue where some high priority narrations could play after victory and defeat
Fixed an issue on Battle Arena and Hungry Spider where the UI would be the standard one for a split second before switching to the correct one
Fixed an issue where if you tried to upgrade a tile without purchasing the upgrade, then purchased the upgrade and tried again it would tell you you had not purchased the upgrade
Fixed a typo on Queen of the Hill notification
Fixed the spider’s slow in Hungry Spider
Fixed an issue where if an ant was saved with a status effect active on it (such as poison) all future ants born from its tile would have that effect
Changes / Improvements
Attack tolerance reduced for all medium and large creatures, meaning they can no longer remain attacking once you have travelled away from them
Small changes to movement behaviour on ramps
Minor performance improvements with slows
Movement speed changes have been unified into one system
Navmesh changes should lead to more sensible creature movement around objects
Freeplay ambience sounds now working
Freeplay music now switches between day and night
Freeplay map Towhead now uses the music tracks from Queen of the Hill
Hungry Spider level full moon availability extended to 4 days from midnight the day the full moon will happen (up from 2)
Added in narration that was missing from 2.2 (final morning announcement)
Armour can now only reduce damage to 0.5 and no lower
Reduced the armour on the Uber Beach Tiger Beetle to 2 (down from 3)
Reduced the range of Uber’s basic attack to 200 (down from 300)
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!
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.
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!
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!