Empires of the Undergrowth - Mike
We've had a remarkably busy couple of months since the last newsletter, and there's a fair few things to discuss relating to the next update for Empires of the Undergrowth. Most of this newsletter will be going over progress made in matters written about in the previous one. We're currently in a consolidation phase, working on improving under-the-hood systems to increase the efficiency and reliability of many game systems, as well as improving the onboarding process for new players and revamping some of the older artwork. We've also made some fairly extensive changes to the main menu.


A river crossing from Discord user Ice Age 2

We’re also very close to introducing a long-awaited enemy to the game – the velvet worm, and have several extra levels lined up over the next few months. To preempt the question of when all of the changes detailed in this newsletter will arrive, the answer is in the near future (fingers crossed)!

On the community side of things, we’ve also made the first edition of a new video series that will work alongside and in tandem with these newsletters. We’ll discuss the plans for those at the end of the newsletter, after all the game news. Let’s get to it!

Velvet Worm – Ready!

The velvet worm is ready for its debut!

It was intended to complete the menagerie of critters for the leafcutter levels (third tier), way back in the before-times of 2019. However, it was cut for time – it has what was at that point a unique way of moving its long, slender body, and this required an inordinate amount of time for our animator Matt to perfect for just one creature. However, the system was brought up to scratch for the fourth tier – both the salamander and newt use it. So, now is the time to bring back the slime-launching velvet one!



Velvet worms are voracious hunters of other invertebrates – they are equipped with twin slime cannons near their mouths, which they use both to ensnare prey by tangling them up in a sticky web of glue, and to deter potential predators. The velvet worm will see its return to glory in the 3.x levels, but you will also be able to fight it in the next extra level to arrive – Adventure.


Who would win – two dozen angry leafcutter ants or one velvet boi?

It’s Nearly Adventure Time!

The first of several planned extra levels coming over the next few months, Adventure is likely to yield the longest playtime of any level in the game so far, so ensure you have a couple of hours set aside for it! Adventure is a leafcutter level with a unique XP system and many creative challenges.


I’m looking for someone to share in an Adventure. It’s you.

Complete the multitude of objectives and engage in combat to increase your XP, unlocking new units and upgrades for your leafcutter colony. There’s a host of dangers, both environmental and colony-based, as well as another encounter with Big Whippy the huge whip spider (in her fourth appearance in a level) and of course several variants of the new velvet worm.

You will also have the chance to raise a unique character, a mighty champion of the leafcutters, but let’s wait for the level to be released before I spoil too much – you’ll be playing it soon!

The Rotting Log

During this consolidation phase, before we fully return to our work on the fifth tier, we have an opportunity to revisit some of the older parts of the game and improve them. After completing work on the green swamp, our environment artist Dan C has been focusing on making a rotting log environment – up until now, the 1.x levels have borrowed the beach tile set, which is why the environment looks like sand rather than soil and wood.


Have you ever seen something so rotten yet so beautiful in all your days?

Taking inspiration from decomposing birch logs, we think this combination of crumbly wood and soil looks fantastic and finally gives the introductory levels of the campaign their own identity separate to the rest of the game. It’s quite possible that some of the extra levels will use this tile set in the future, too. Once the new look for the rotting log is complete, we intend to put some work into bringing the beach levels up to 2022 standards as well.


Some serious isopod action in the rotting log environment

Main Menu Changes

We thought that now was the time to make some changes to the main menu – this incorporates the tutorial level in easy view along with a new submenu called ‘arcade’ – this will be the new home of extra levels, the battle arena and the demo levels.


It’s a menu, not sure what else to tell ya pal

This new menu format gives us room to describe each menu choice in an aesthetically pleasing way – the description will appear at the bottom of it when hovering the cursor over it.

Tutorial Mode Update

Tutorial mode is now functionally complete – we are simply waiting on the last of the localisations for it before we include it in a patch.

As detailed in the previous newsletter, by far the most common reason given for someone who requests a refund for Empires of the Undergrowth is our lack of a dedicated tutorial, or proper onboarding. Whilst the in-game tips and hints do teach the entirety of what there is to know about the game, relying on them alone is a large reading task and we realise they are ignored by many players.

Enter tutorial mode. Players will be encouraged to play through this special level (averaging 10-15 minutes) before jumping into the campaign. It gives a thorough understanding of the digging, hatching, food collection, and camera movement systems and a basic overview of combat. The popup tips will remain an integral part of ongoing training as a player progresses through the campaign, and the tutorial reinforces that at one point.


Tutorial mode – simple, but educational

The tutorial mode highlights relevant parts of the UI as it goes on, giving visual indicators of what to do (and where). UI highlighting in this way is integral to a proper tutorial system and we’ve taken significant care to get it right here.

We have also observed during our time exhibiting the game at events that a not insignificant portion of players jump straight into freeplay, which does not come with its own training. New players will be encouraged to play the tutorial and campaign first, but can of course still go straight to freeplay if they wish (an ‘open wiki’ or trial-and-error approach is still a valid way to play for those who wish to do so).

Optimisations

A less flashy but vitally important part of what we do is profiling and optimisation of the game processes. As we continue, we identify older areas of code and art assets that are suboptimal by various methods. Matt, our engine specialist, has put significant time recently into identifying many systems that could do with having a few bolts tightened here and there. For example, a process that is executed every tick (loop of the UE4 program) might not actually need to be called so often to have the same effect, and profiling helps to identify these inefficiencies.

Whilst this work doesn’t have direct evidence to show for itself in the form of a screenshot or video, it means that frame rates should be up across the board. This work is ongoing and is likely to continue as long as the project is still in development.

Vlogs

As mentioned earlier, at the start of last month we put out the first of our vlogs – a kind of video form of the newsletter that is intended to be its counterpart. Mike put himself in front of a greenscreen and talked freely about upcoming changes, some of which have been detailed further in this newsletter. Mike also realises he’s now typing in the third person and that’s really weird.



Note that the vlogs are not intended to replace the newsletters at all, just augment them. We’ll be doing one of these every other month, in between the newsletters. The next one is due towards the start of December, and Dan P (our product marketing manager) will be joining in that one with a section about Ecosystem and Adapt, two of the other games that Slug Disco publishes.

Screenshot Central

Given that this upcoming update is rather leafcutter-themed, what with the velvet worm and Adventure and all, I thought we’d keep with that theme for the screenshots section. As always, if you’d like your screenshots featured in a future newsletter or in the weekly Screenshot Saturday hashtag we participate in on Twitter, the easiest way is to join our Discord and post in the appropriate channel. Alternatively, you can upload them to the Steam community or email them to mike@slugdisco.com. F9 enters photo mode (by default) to get some cool angles – holding shift whilst pressing it will uncouple the camera from the ground for total freedom.


A moonlight harvest from Ay_Mar


The army is on the march from Xxgamingduo


Purple army ants munching on a dead leafcutter queen from AhYesANTS!
Empires of the Undergrowth - Mike
Tucked away in a dark corner of the world, this wolf spider hungers...



...and it's up to you to slake his relentless thirst for hemolymph.

From midnight on the 25th October local time, the Hungry Spider will be here for the rest of the spooky season - and he is so very hungry. Access this festive extra level by selecting the spider web that has appeared on the main menu.

Be warned - this level is not for the faint of heart, or slow of pointer - it is intensely difficult and few have ever completed it. Those that do will earn themselves a special achievement as a badge of honour. Even under ideal conditions, expect multiple playthroughs to learn the quirks of the levelling and abilities system.

Slice the carapace, dissolve the innards, suck the juices, chop, melt, drink...
Empires of the Undergrowth - Mike
Time to talk about the immediate future of Empires of the Undergrowth, in video form.



This is the first of our new vlog format, which will act as a counterpart to the newsletters, running bi-monthly alongside and inbetween them. We recognise not everyone wants to read a 1,500 word essay to get their Empires of the Undergrowth news, so hopefully this video series fills in that gap!

If you have any better ideas for the vlog's name than just "Slug Disco Vlog" then please let us know.
Empires of the Undergrowth - Mike
This hotfix is currently only for Steam Windows 64 bit users but we thought it was crucial enough to get a fix out for our biggest user base as fast as possible. The fix for Windows 32 bit, Mac and other storefronts will roll out over the next few days.

Apologies for the confusing back-and-forth with this one - we released this update last night, but due to a change to aphids for a future update there was the unexpected effect of stripping aphids completely from the 4.x levels, so we had to revert it. All should now be well.

Patch Notes
  • Fixed fire ants not being able to place pheromone markers on the surface in some freeplay maps
Empires of the Undergrowth - Mike
A whole bunch of fixes have been made, mainly regarding the fire ant update and freeplay (there’s plenty more changes to freeplay coming in a larger update a bit further down the line). Extremis fans will be pleased to know that level is now playable again, and the poor bullfrog will no longer get beaten up by its lunch!

Thanks to everyone who’s helped to test this patch over the last few days.

Patch Notes

4.1 Cold Blood
  • Bullfrog will now always eat creatures intended to feed it instead of being beaten up by them if they get too close
  • Titan health bar will no longer appear during feeding events if the bullfrog is dead or has hopped away

4.2 A Bridge Too Far
  • Player’s ants still in the Monomorium colony after it floods will now die
  • Monomorium nest entrance now looks correct after end-of-level flood cinematic
  • Reduced ‘Top of the Hill’ level end requirements on all difficulties
  • Underground aesthetic updated

Formicarium Challenge 4
  • A few decals added to cupboard interior after FC4 for extra detail
  • Fixed an issue where continuing play too quickly after FC4 could cause the end to not properly happen

Freeplay
  • Little black ants & big-headed ants will no longer be called Atta cephalotes in defeat screen
  • Fixed a convoluted issue in freeplay causing random leafcutters to spawn in the place of dead queens
  • Fixed an issue in freeplay where if dead enemy colonies were in the game, creatures would be less likely to attack the player
  • Fixed an issue where the freeplay setup info would always appear as if 4 players were in the game (1v1v1v1)
  • Fixed an underground tile that was crashing games in Basin
  • Fixed an issue that could cause fire ant queens in freeplay to be off the ground

General Fixes
  • Extra level Extremis will not crash the game any more
  • Fixed carried aphids sometimes being removed if the ant is distracted whilst picking it up
  • Fixed refund being prevented for 2nd refuse tile / leaf drop-off chamber
  • Moving queens in 2.2 can no longer be killed by environmental creatures
  • Fixed army ants despawning in Beetles Rise Up! which sometimes made the level unwinnable
  • Fixed autoclicker food duplication issue
  • Various UI elements made more stretchy to account for languages with longer sentences
  • Distance increased between Battle Arena lanes to prevent knockback abilities hurling critters into the other lane
  • Fire ant & little black ant queen mesh repositioned so they should float less
  • Fixed population totals not being updated when a tile is cancelled before being built
  • Removed access to a decorative plant that looked appetising to leafcutters in 3.2
  • Buried creatures (! & ? icons underground) will now only ever be visible by their rendered outline; no more accidentally seeing the model poking out somewhere
  • Fixed an issue where Formicarium Challenge 2 would never end if all creatures were dead at some point after spider spawn
  • Can no longer click through augmentations menu to select a tile
  • Reduced size of fire ant worker eggs so they are not poking out the top of the queen
  • Cancelling a tile before it is built will now correctly update population totals
  • Corrected some spelling issues in the Freesound credits

General Changes
  • Replaced queen worker chamber crown icon with a flag
  • Team stripes added to abdomens of fire ants, little black ants & big-headed ants
  • Reduced size of all little black ant eggs to make them properly little
  • 'Play More' button removed from 2.2
  • Couple more first-time playthrough hints added to the first formicarium
  • Numerous texture optimisations; they should pop in faster
  • Font update in minor improvements panel
  • Various animation optimisations added
  • Some lab decorations moved closer to the formicarium so they can be seen in play
  • Objectives will now update faster when something has changed
  • Star power scale is now taken into account for minimap & physical size of buried creatures
  • When an indestructible tile is made destructible (by, for example, a toad burrowing through it in 4.1) the tile break effect will play
  • Chinese localisations updated
  • Credits updated
Known Issues

  • Under some circumstances, fire ants seem unable to place pheromone markers on the surface in freeplay
  • On rare occasion, fire ants can get stuck when they're part of a bridge and the bridge is disassembled
  • Green lynx spiders can rarely get stuck at the base of a pitcher plant

please let us know in the discussions if you see any of these issues!
Empires of the Undergrowth - Mike
We’ve made a bunch of fixes and some changes since the fire ant update, so many in fact that we want to run an optional beta before full release to make sure we haven’t damaged some vital system somewhere. This opt-in beta will run for a short while.

Please note that optional betas are only accessible on the Steam Windows 64 bit build.

If you would like to join the beta, the code is fireantfixtest. If you don’t know how to join a beta and would like to, follow the instructions below:

  1. Find Empires of the Undergrowth in your Steam library, right-click on it and choose "Properties"
  2. Choose the "Betas" tab
  3. In the box titled "Enter beta access code to unlock private betas", enter fireantfixtest
  4. After the "Access code correct" information appears, make sure you've chosen "Open beta" from the "Select the beta you would like to opt into" drop-down menu
  5. Press close - the game will now update to the beta branch.

Any and all feedback on this optional beta is very much appreciated - please post it to the community discussions!


Patch Notes


4.1 Cold Blood

  • Bullfrog will now always eat creatures intended to feed it instead of being beaten up by them if they get too close
  • Titan health bar will no longer appear during feeding events if the bullfrog is dead or has hopped away

4.2 A Bridge Too Far

  • Player’s ants still in the Monomorium colony after it floods will now die
  • Monomorium nest entrance now looks correct after end-of-level flood cinematic
  • Reduced ‘Top of the Hill’ level end requirements on all difficulties
  • Underground aesthetic updated

Formicarium Challenge 4

  • A few decals added to cupboard interior after FC4 for extra detail
  • Fixed an issue where continuing play too quickly after FC4 could cause the end to not properly happen
Freeplay

  • Little black ants & big-headed ants will no longer be called Atta cephalotes in defeat screen
  • Fixed a convoluted issue in freeplay causing random leafcutters to spawn in the place of dead queens
  • Fixed an issue in freeplay where if dead enemy colonies were in the game, creatures would be less likely to attack the player
  • Fixed an issue where the freeplay setup info would always appear as if 4 players were in the game (1v1v1v1)
  • Fixed an underground tile that was crashing games in Basin
  • Fixed an issue that could cause fire ant queens in freeplay to be off the ground

General

  • Fixed carried aphids sometimes being removed if the ant is distracted whilst picking it up
  • Fixed refund being prevented for 2nd refuse tile / leaf drop-off chamber
  • Moving queens in 2.2 can no longer be killed by environmental creatures
  • Replaced queen worker chamber crown icon with a flag
  • Extremis will not crash the game any more
  • Fixed army ants despawning in Beetles Rise Up! which sometimes made the level unwinnable
  • Fixed autoclicker food duplication issue
  • Various UI elements made more stretchy to account for languages with longer sentences
  • Distance increased between Battle Arena lanes to prevent abilities with knockback hurling critters into the other lane
  • Team stripes added to abdomens of fire ants, little black ants & big-headed ants
  • Fire ant & little black ant queen mesh repositioned so they should float less
  • Reduced size of all little black ant eggs to make them properly little
  • Fixed population totals not being updated when a tile is cancelled before being built
  • Removed access to a decorative plant that looked appetising to leafcutters in 3.2
  • 'Play More' button removed from 2.2
  • Buried creatures (! & ? icons underground) will now only ever be visible by their rendered outline; no more accidentally seeing the model poking out somewhere
  • Couple more first-time playthrough hints added to the first formicarium
  • Fixed an issue where Formicarium Challenge 2 would never end if all creatures were dead at some point after spider spawn
  • Numerous texture optimisations; they should pop in faster
  • Various animation optimisations added
  • Font update in minor improvements panel
  • Some formicarium decorations moved closer to the formicarium so they can be seen in play
  • Can no longer click through augmentations menu to select a tile
  • Reduced size of fire ant worker eggs so they are not poking out the top of the queen
  • Cancelling a tile before it is built will now correctly update population totals
  • Objectives will now update faster when something has changed
  • Star level is now taken into account for minimap & physical size of buried creatures
  • When an indestructible tile is made destructible (by, for example, a toad burrowing through it in 4.1) the tile break effect will play
  • Corrected some spelling issues in the Freesound credits
  • Chinese localisations updated
  • Credits updated

EDIT 2nd September: A couple of things that don't warrant a new version number but have been added:

  • Mac package added to the beta
  • Windows 32 bit package added to the beta
  • Choice of DX11 or 12 removed - until we implement an engine upgrade, DX11 is the best option
  • Steam Deck issue resolved
Empires of the Undergrowth - Mike
It’s been a while since the situation has warranted one of these newsletters – we said that after the last one in March, we didn’t want to spoil anything else and just wanted to concentrate purely on getting the fire ant update ready to go, and so we did! Welcome to the first newsletter as the sun rises in a post-fire ants world.


The Green Swamp

We’ll be dividing this newsletter into a few sections - firstly, we’ll talk about how the fire ant release went. After that, it’s time to talk about the future - we’ll put forth a new roadmap to get us to version 1.0, and detail the steps that we will take to get there, including the development of a specific tutorial level to make player onboarding much better.

After some internal discussion, we don’t quite feel like we want to talk about the tier 5 species and setting just yet - just know that it’s been long-planned, scripted, voice-acted, and partially implemented already!

The Fire Ant Update

First and foremost, we would be remiss in our duties if we didn’t express a heartfelt thankyou to all of our players for fire ant release day and the days after. We absolutely smashed our concurrent player record, which had been unbeaten since early access launch day in December 2017, and for an entire week we were trending on SteamDB’s front page - which is an absolutely mind-boggling occurence for our tiny little development studio.


Dad's Gaming Addiction plays 4.2

It’s been an utter delight following the content creators as they post (and continue to post) their coverage of our biggest update yet, whether that was Frazzz feeling the ominous presence of the skimmer, Man of the Antz giving the new camera rotation features a good outing, TheGamingBeaver putting in a very good argument for using Pervasive fire ants in 4.1, Drawing_Pin laughing his butt off at the scientist’s antics or Blitz clearly just living his best fire ant life. As the community manager, seeing the reaction of everyone who’s followed and played this game over its lifetime, and interacting with them, is the best part of my job – so naturally seeing the reactions to cool new stuff is even better.

‘Early 2022’

Yes, yes, we know. Last year we estimated "early 2022" for the fire ant release date, and that was our original intent – but as is always the case with game development, some things take a lot longer to complete than anticipated. We strained credulity of the definition of “early” until we made a final decision to wait until we didn’t have to compromise on the update.


A fine addition to the soundtrack

July can at best be called mid-year, not early - see what happens when we give even the vaguest of vague hints! During April, we found that we likely could have pushed out the update in late May, which would qualify us for our targeted early 2022. However, we would have had to compromise in several ways here - there would not have been any new music, and the update would have been lacking that final polishing phase that the decision to wait a short while longer gave us.

We’re very glad we took the extra time! The update is shining from the extra layers of lacquer we were able to generously apply over it. Thanks so much for the feedback on the new soundtrack - it was music to our ears to hear that the new tracks may have supplanted earlier ones as some people’s favourites.

Balance

There’s been debate on both our official forums and the Steam discussions about the balance of the 4.x levels, and how it differs from the 2.x levels. Whilst we’ve included many ways for the player to gather food, there’s some frustration being expressed about the relatively low amount given by dead creatures this time around.


Just doing amphibian stuff

We’ve explained this in several places but it’s worth putting our reasoning for the change in design philosophy here, agree or not. In the 2.x levels (particularly 2.1 Rising Tide), there comes a tipping point in which the aggressive creatures provide far more food than is lost respawning ants, and the levels essentially play themselves. The game becomes unintentionally un-interactive, and the other methods of food collection are forgotten.

There are a few ways to address this, but outside of altering the food drop value of the creatures, they broadly involve re-working the narrative and creature behaviour in the missions. We very deliberately want the story of a vulnerable nest under attack; not siege. In nature, narrow-mouthed toads are excellent diggers and ants make up most of their diet, so they provide this setting-appropriate pressure in the 4.x missions. If we gave them a more substantial food drop value the problem would exist in these levels also.


The last thing you see before you fail - thanks to Geo ka lala on Steam for this shot

That’s not to say that there isn’t room for balance changes here, but it’s too soon to commit to anything just yet. When a relatively large change is made to a game, rashness is more likely in both developers and players, so we are still very much in the “cooling off” phase before we have an internal discussion and decide what changes, if any, are appropriate. We’re keeping a close eye on those discussions as the dust settles, but for fear of inflaming anything unduly we’re keeping to low activity in them for now.

We’ll come back to this at a later date, and perhaps have more to say about it in the next newsletter.

Tutorial

Here’s an interesting statistic for you – of all the Empires of the Undergrowth refund requests, by far the most common reason given is the lack of a proper tutorial or onboarding system. We have relied too much on the optional tips and hints to provide basic training to the player – we have also regularly observed many players completely not noticing or ignoring this system. That is entirely our fault, and the time is ripe to address that.


Early in-editor shot of the tutorial level

At this point in development, where version 1.0 is almost visible on the horizon, we want to make sure new players are not left in the lurch as far as understanding the core mechanics at play with pheromone control, nest construction, food gathering, combat and building goes.

For the next few weeks, the development team will be working on ways to highlight the UI and bring up tutorial dialogue in a way that is not easily missed by the player in a dedicated tutorial level. We hope to take this to the Indie Arena Booth at Gamescom 2022 in Germany at the end of this month, where one of our team will be manning a booth and observing new players with the aim of getting some useful, hands-on feedback. If you’re going to be at the event and are in the area, come by and let us know what you think!

Roadmap

It’s been a hot minute since we committed to any sort of roadmap, given the uncertainty of the past couple of years and the time it took to push the fire ant update. However, we are in a clearer position now – and will be in an even clearer one in the next few weeks. So, here we present our August 2022 roadmap, which is likely to be clarified and updated in the next newsletter. Click to see it in all its glory.


It’s not about the destination, it’s about the ants we met along the way

You’ll notice that outside of the bug fixing update that will come next month, we are continuing with our policy of not putting dates, even vague ones, on things – although we are certainly resolved to wrap up development up until version 1.0 in a speedier time frame than before, there is still significant uncertainty.

As always, we will give firm dates when we are 100% sure we can meet them, but here are some reassuring words for the remainder of the project: we already have a significant head-start with tier 5 in that it’s been completely scripted, the voice acting is already recorded, many of the creatures are already modelled and animated, and we have a very clear picture of where we are headed with it.

Adventure

There’s a few things of note here – firstly, the long-awaited leafcutter extra level Adventure is visible on the horizon! It will indeed feature the first in-game appearance of the velvet worm – a soft-bodied predator of the jungle that was originally intended to be in the leafcutter update back in 2019, but was cut for time. It has now been finished and ascended to its full glory, with help of the long-bodied creature animation system perfected for the newt and salamander in the fire ant update.

Other Extra Levels

Outside of Adventure, you’ll notice mention of a “sequel season” for other extra levels. Without giving too much away, we’re going to revisit some of the ideas from earlier extra levels and come up with new spins on them – for example, there is very likely to be a Tug of War II featuring a different set of ants to play with.

Freeplay

The large and (characteristically) vague “interim update period” is likely to manifest as several updates in a relatively short period of time that address the items listed. Most pressing is an update to freeplay – the much more robust and customisable AI systems developed for 4.x will be integrated into freeplay to replace the current inferior one (*sad robot noises*).


Encountering a false bombardier beetle larva in freeplay from BrickyGraph631

Speaking of freeplay – now is definitely the time to let us know about issues you’re encountering in that game mode, big and small, in time for the time that we’ve set aside to do our upcoming changes. Let us know in the forums, or on our social media.

Tier 4 Challenge Mode

We’ve previously revealed the challenge creature that will plague the swamps in the challenge mode for the 4.x levels – it’s the six-spotted fishing spider (Dolomedes triton) that can water-walk in a similar way to the amphibians, and will be a menace to your fire ant’s bridging abilities. The exact details of how this works are yet to be revealed – closer to the time we’ll release a short trailer showcasing her abilities.

Achievements

Currently, there are only achievements for the 1.x levels and formicarium challenge 1. Before we reach the end of the roadmap, this will be addressed and all tiers will have their own unique achievements. If you’d like to contribute your ideas of what some of these could be, please get in touch – we had a good time streaming some of the development of the 1.x achievements and there’s a non-zero possibility that we can do that again in the coming months!

Speed Running & the ICS

Over the past several months, it’s been delightful to see a completionist / speedrunning community spring up around our little ant game. An offshoot from our official Discord, Insane Completionist Slugs is a Discord server that keeps a track of users who have completed tricky challenges on insane difficulty, and records speedruns for the runnable levels (some levels are on a strict timer and not runnable).


If you’re insane, a completionist, and a gastropod mollusc, this is for you

If you’d like to join this community then do so, but be ready to prove your mettle! This Discord is run by Solstitium and Heolx, and we couldn’t be more gleeful and grateful for their contributions to the Empires of the Undergrowth community.

There is also an https://www.speedrun.com/eotu – this is not officially affiliated with the ICS server but it’s somewhere else to submit your runs to! Speedrun.com is recognised as the go-to site for fast lookup and logging of speedrun records for just about any game you can imagine.

Screenshot Central

Tier 4 has increased the graphical fidelity of the game significantly, and that’s led to an absolute visual feast for me as I’ve arrived at my favourite part of writing the newsletter. If you’d like to submit a screenshot for a future edition of the newsletter, then the easiest way is to submit to the screenshots channel on our Discord where they’re easily seen by the team. F9 enters screenshot mode by default.


A wasp mantidfly perches on a pitcher – from Idle309


All pile on the dragonfly – from NapoleonBonaparte_the1st


The great skimmer escapes – from BrickyGraph631

For the final three, we have to give a special shout-out to Metaxypod, a Discord regular and long-time contributor of art in screenshot form. An exceptional eye for framing and colour makes these screenies stand out from the crowd.


A bombardier beetle sprays fire ants with boiling liquid


Fire ants collect caterpillars


The Throne of Froge
Empires of the Undergrowth - Mike
Here's a moment we've been waiting for as long as you have - we're burning with joy to be releasing the fire ant update to everyone! Let's keep this introduction short, because I'm certain you want to dive right into that lovely swamp as soon as you can. Here are the full patch notes for the update.

Patch Notes - The Fire Ant Update


The Fire Ants Invade!


Fire ants are nothing if not adaptable to new challenges. These swamplands that young queens, fresh from their nuptial flight, have landed in are not in their native range. The changing, often-flooded environment will test their flexibility to the limit.

  • A whole new formicarium tier, featuring 2 new documentary scenarios:
    • 4.1 Cold Blood: a newly-settled fire ant queen must deal with the threat of the amphibians & other denizens of the green swamp
    • 4.2 A Bridge Too Far: use the fire ant’s abilities to traverse water and reach all the resources you can, whilst an ominous shadow looms overhead

  • New focal ant species: fire ants (Solenopsis invicta) which come in two soldier variants:
    • Pervasive fire ants will respawn for free after a while
    • Vigorous fire ants will have a buff to their stats for a time after spawning
    • The tiles of both variants can support 2 ants at a time at level 3

  • Fire ants introduce several new ant skills:
    • Bridge building: fire ants can build floating pontoons over water to reach resources previously unplundered, but beware of changing water levels!
    • Aphid relocation: relocate yellow aphids from distant milkweed plants and bring them closer to home for a reliable source of honeydew, but other colonies may not like that!
    • Titan climbing: very large new enemies can be climbed for extra damage!

  • New auxiliary ant species:
    • Big-headed ants (Pheidole morrisii) have an ancient genetic variant waiting to be awoken
    • Little black ants (Monomorium minimum) use a chemical threat display called gaster flagging

  • New swamp environment
  • A menagerie of new swamp-dwelling critters with unique stats & abilities
  • New voice acting from the narrator & scientists
  • New music for our dynamic conductor system

Formicarium Challenge 4 Awaits!


Once you’ve completed the documentary scenarios and are back in the formicarium with your rewards, the fire ant soldiers will make a fine addition to your collection. Add them to your formicarium to help you with the challenges ahead! They have 4 formicarium upgrade options:

  • Surefooted: gains extra attack damage when mounted on an enemy
  • Evasive: gains a small chance to take no damage from a hit
  • Last Stand: at zero health, will survive for a short time longer with reduced attack speed
  • Last Laugh: upon death, the fire ant will deal high damage to its closest enemy if in range

After you’ve completed your upgrades and stocked up your resources, the scientist has an idea - and he’ll take the opportunity to put it into action. As always, Formicarium Challenge 4 will be a climactic test of your colony’s prowess and your own skills as a player, so be prepared.

Other Changes

  • Buried creatures (! & ? icons underground) will now display on the minimap
  • Additions to the minimap & more consistent minimap pings
  • Woodworm & woodlice will now appear as food on the minimap
  • Escape key will now close the in-game menu
  • Made Formicarium Challenge 3 a little easier on Hard & Insane
  • Holding Insert & PageUp keys now rotates the camera view 90° left & right respectively
  • Added a quick build / upgrade tool which detects nearby tile type to use, thumb mouse button by default
  • Delete tool can now be used on tiles where building has not yet started
  • Added an entirely new set of icons for the Formica ereptor adaptations menu
  • Added a check for progress file corruption on game startup. If detected progress file is wiped and a new one made
  • Added victory & defeat images for Beetle Rise Up! & the Hungry Spider levels
  • Power-scaled creatures will have a star next to their health overlay displaying their scale level (currently only used in freeplay and some extra levels)
  • Creatures will now correctly display the status effect they are currently experiencing
  • Renamed worker "evasive" ability to "nimble" to avoid confusion with fire ants
  • Formicarium level setup rewards on gateway levels now appear as zero before difficulty select
  • Clicking an active underground minimap tab will now take you there from the surface
  • The Promised Land demo level reinstated
  • Moving buried creatures will now throb on the minimap
  • Dead harvestable creatures in the Battle Arena will now not sink for 2 seconds
  • Credits updated

Fixes & Optimisations

  • Colony rehousing will now give the correct jelly amount for level 3 tiles (previously it was counting level 3 tiles as level 2)
  • Fixed an issue where wood ants could get stuck in a deployment animation when a line-of-sight check was failing
  • Huge improvement to render times for all 2D overlays (upgrades, health, food, etc)
  • Numerous optimisations to swarming, pathfinding & movement
  • Numerous optimisations to rendering for many individual assets
  • Fixed an issue in Battle Arena where some ant levels weren’t working
  • Fix for a rare pheromone marker crash
  • Fixed a rounding error causing incorrect number of creatures to spawn in battle arena
  • Fixed an issue where creatures dying mid-air had their food collection point far from their corpse
  • Fixed an issue causing underground tile highlighting to stick on some tiles
  • Connecting bridge in the interlocking formicariums will now load correctly

Localisation

  • Updated, fixed and changed many interface & game narration lines in existing localisations
  • Various menus & UI elements adjusted to allow for translations that were the wrong size for them
  • Font changes for CJK languages
  • Added 7 new officially-supported localisations. These are:
    • Czech / Čeština
    • Spanish / Español
    • French / Français
    • Korean / 한국어
    • Japanese / 日本語
    • Dutch / Nederlands
    • Polish / Polski

Known Issues
  • Extra level Extremis is currently crashing on launch (caught this one too late to re-package the project in time; will be fixed for the next patch)

Empires of the Undergrowth - Mike
Just a very short post to confirm that the launch of the fire ant update won't be occurring at midnight but at 6 pm UK time tomorrow, or approximately 23 hours after this is posted. Converted to some other times this comes out as:

1 pm: US East Coast
10 am: US West Coast
7 pm: Most of Europe
3 am on the 28th: Most of Australia

A quick search engine query should let you convert your own local time from the team's 6pm BST (British Summer Time).

Today we posted a quick tutorial video that should help you quickly get up to speed with some of the major new mechanics introduced with this update. It doesn't spoil anything that hasn't already been revealed, but if you're trying to keep entirely unspoiled you'll probably want to skip this one.



Roughly an hour before we launch the game, some of the team are going to do a livestream on YouTube going over some of the new mechanics, changes, and other such things. A quick breather before we push the button! Join us over there:

https://www.youtube.com/watch?v=0jTm53w8fHk

Empires of the Undergrowth - DanPos
Hey

Just a quick post to allow streams to appear on the store page during the summer sale and to celebrate the release of the fire ant trailer:



Cheers!

Dan
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