It is that time of month again Underlords. The dark moon waxes high in the sky, not that we can see it from down here in the depths. Fortunately, another source of light is to be found, 7 glorious maps and a whole custom campaign.
Community Spotlight
As always we’d like to remind you we're eager to include anything WFTO related in our spotlights. Anything creative such as levels made with our editor, campaigns, art, videos, sound, cosplay you name it we want to share it!
If you have something that you think might fit the bill then get in touch via Discord, Twitter or our Steam,GOG or Official Forums! You might just be chosen to receive the coveted Golden Worker skin!
Now let us jump right in with our selection of glimmering maps from across the community this month. Remember you can download all these maps individually or as part of our Steam Collection!
Congratulations to all the creators who have had their work featured today! We’ll be delivering your Golden Worker codes (provided you’ve not had one already!) by the end of the week! Keep checking the private forum attached to your featured work for your code. If you have any questions please get in touch with us directly!
Wicked Ones Kickstarter Update - All Stretch Goals Unlocked
Last month we announced our collaboration with B-design.io who are developing a tabletop RPG game, Wicked Ones, essentially a mix between your traditional tabletop RPG mixed with the dungeon management concept you all know and love. You can read all about that here.
We're pleased to share the news that the Wicked Ones kickstarter hit all of its goals with room to spare and as such all the War for the Overworld collaboration rewards will be made available.
That means all of the following were successfully unlocked:
Augre “True Monster” – Unlock the ability to play as a War for the Overworld Augre, featuring special skills and abilities based upon the smith you all know and love. Crush your foes and augment yourself with the scraps of their destroyed battle armour!
Chunder “True Monster” – The Chunder joins the fight! This portly hammerhead will make short work of any heroic adventurer, with deadly headbutts and viciously viscous bowels.
Heroes of the Empire Cards – What good is being a Monster if you can’t wail upon a goodly adventurer or two? Each of these goals will add another set of hero cards based upon Empire units from WFTO.
War for the Overworld Splatbook – The Big One! With this tome in your hands you’ll be able to create your very own adventures in the realm of Kairos! Featuring special rules, an Underlord mode, a sandbox map, faction details and much more, this will give your group the freedom to explore Kairos like never before!
We're really excited to be working with B-design.io on this project and we'll be looking forward to sharing news with you as it continues to develop.
I am sure that aside very few exceptions everyone loves new content. And this build brings in a huge amount of new content!
Nope, I don't mean just the Localization & Workshop Support, even though they are now official in and I am really looking forward to play your creations!
Build 0236 adds about 150+ Cards & implements the final drafts of the Racial Card sets.
Final Drafts?
All 9 Races now have their own unique Card Sets of 40 cards each, and they no longer share cards with any of the classes like before.
Ok. Nothing is really final ever is it? By final draft, I mean that as long as I won't have to meddle with & adjust their balance in the coming days, I won't be adding any more Racial Cards during the remaining 3 months of the EA. After all we are already in 1444 Cards, and almost all Class Card sets are still incomplete ;) However which of these cards are the Racial Skill Cards will be changing once I also finalize the Classes Card Sets Draft.
Balance?
For those who joined us more recently let me state once more that by "vanilla" balance *I never mean an equilibrium of Power* between the various Races or Classes. A Vampire, a Sylph & a Human aren't equal in Power, neither they should.
So whenever I refer to balance I mean between each individual Class/Race combination vs your Enemies ;)
As long as you have fun and the game is challenging. Is all the balance I care about. You are of course welcome to adjust things as you see fit and share your overhauls with us through the Workshop ;)
You can read about all the changes you missed in detail in the Community News section. As the Patch Notes below are just for the Build 0236.
Enjoy the new Cards & the Workshop possibilities and let me know your thoughts or if you encounter any issues!
EA Build 0236
Misc QoL Changes
In Chests: Added a text indicating how many items can be picked from a certain chest (i.e if its a draft chest 1, if it's not as many items as are in there)
Cards in Hand: The former 'Card Hover' SFX will now play only when you click on a card to drag it
In Adventure Mode: Clicking on the Hourglass button, while enemies are present will remind you of any node rules active (i.e Leyline Affinity & Aversion).
In Combat Log: Next Synergy will display after all action effects have resolved and before the Concentration/Fatigue drop in a distinctive color
Bugfixes
Combat Log was opening whenever typing a Character name containing the Log's shortcut 'L'
After the Localization implementation: Save & Load Preset buttons had wrong text labels
After the Localization implementation: Contingency & Conditional Trigger texts had formatting issues in their Card Texts
There are some extra lines added in English.json under the line: ">>>>Patch 0236":"Entries below where added in Build 0236. Don't forget to include them in any older Localization files!",
New Action Effects & Improvements
Contract: If Target Dies while Contract is active, bring them back as an Infernal Servant Ally.
Contingency Actions Expanded
Contingency Actions can now check if the Caster has a certain Buff (Retribution, Defend, Empower, Concealment etc.)
i.e OnCasterStatusConcealment:10, will check if the Caster's Concealment is more than 10%
Contingency Actions can now check if the Caster has a certain Damage Type Amplified (Fire, Earth etc.)
i.e OnCasterStatusFire:5, will check if the Caster's Amplify (Fire) is more that 5
Contingency Actions can now check if the Caster has a certain Echo Action in Effect with duration greater than the value
i.e OnCasterStatusFeed +*:2, will check if Feed is active (Echoing) & has more or equal than 2 duration
(There isn't a check to see if the value of the above check is less than x)
Quality of Modding Improvements
Added a Modder's Console in the Main Menu, otherwise invisible unless an import error occurs somewhere while loading a Mod.
When Importing a DB with Errors, Game will attempt to just skip the file or the bad entry and display an error message in the Modder's console.
This error message is more specific in Card & Enemy entries pinpointing the bad entries exactly and more generic in other files mentioning just the file name with the error.
i.e if you see Archetype Error: Demon, it means that there is something wrong with your Demon.json file
Not all errors can be caught this way, but should still help you eliminate the most common typos and mistakes while making mods.
EA Build 0236.1 & 0236.2
Added a Button in Mod Manager to show the Modder's Console [Show Error Log]
Added a Button in the Modder's Console to Hide it [Hide Error Log]
Fixed some card definition typos in the Cards generated by 'Ready your Bow!', their conditional effects will work properly now. Added the Reaction keyword in them.
Slightly adjusted the Card Frame & Card Text Autofit size to display a little better text-heavy cards.
The most powerful corporations invested into research of antimatter generators on their secret orbital stations, which produce unlimited antimatter for them.
Such technological supremacy can lead to an intergalactic economic crisis, unless you manage to catch up with them by creating your own orbital antimatter generators or by capturing the resources already collected by the enemy.
Take to your favourite Rallycross circuit as 2 new cars make their way to DiRT Rally 2.0 today.
Lancia Delta S4 Rallycross
The Lancia Delta S4 was one of the most ferocious cars to compete in Group B rally. When Group B was disbanded in 1986, many of the Delta S4s that had been in competition were quickly repurposed for Rallycross. Drivers like Matti Alamäki, heavily modified the car, optimising it for the sprint format that is synonymous with Rallycross.
Based on the MG Metro 6R4 mid-engined Group B rally car, the Rallycross version sported a number of upgrades and modifications. This car was a regular at Rallycross events around the world, and was especially popular amongst European Rallycross drivers in the late 1980s.
Both of these cars are releasing from today, July 30. Please note that depending on your platform and region the release time will vary, so don’t worry if you cannot find them right away. Some storefronts update in the mornings, some in the afternoons and some in the evenings. No matter where you play the game however, you should be motoring by the end of the day.
Both of these cars are available as part of Season 2’s content. If you’ve got the Deluxe Edition of the game these cars will be waiting for you once they go live, and if you’re a Standard Edition player you can upgrade to the Deluxe Content Pack below to get all content from Seasons 1 and 2:
These addons also serve as samples on how to make use of the GM DLC to create your own addons (please read the Workshop descriptions for more information on their license).
*Removed knockback when getting hit by enemies to avoid the getting stuck in walls bug. *Changed the opening and ending cutscenes with animated improvements and addition to the story. *Other minor bug fixes.
10 of the 12 Tactical Sliders are quickly demonstrated in the video (the other 2 we are still working on). These are:
Mentality: Changes the mentality of any players whose individual mentality is set to ‘team’ to attacking, defending or mixed
Philosophy: How much a team will hold their formation when attacking (Rigid) versus being happy to move away from set positions in the formation (Fluid)
Tempo: How much urgency the team has to move the ball up the pitch and ‘make something happen’ versus trying to keep possession of the ball and being more willing to pass it backwards in order to do so
Passing Style: Whether the team will look to make longer passes or if they will primarily focus on shorter passing
Passing Focus: Whether the team wants to focus their passing in wide areas of the pitch or through the centre
Passing Freedom: Whether the team will make their passes directly to teammates feet or if they will be willing to pass the ball into space for their teammates to run onto
Attacking Width: Should the team look to position it’s players more narrow or with more width when attacking
Defensive Width: Should the team look to position it’s players more narrow or with more width when defending
Defensive Line: How deep/high will the team hold it’s defensive line.
Closing Down: Will your team look to press the opposition player who has the ball more aggressively
Current progress as well as the upcoming ME testing that users can get involved in is discussed in the latest podcast can be found here: https://www.youtube.com/watch?v=8T6QloN8Cuc
That’s it for now. Thanks as always for sticking with us!
We've been silent for a few days, for reasons that will become apparent shortly.
Basically, we're attacking the core of a few nasty bugs that have been reported by the community. That includes:
- Corrupted save game - Zero Frames Per Second bug that happens when certain monsters appear - Anti cheating measures
To make a long story short, we are reviewing all our infrastructure to accomodate the more than 65.000 players of Killsquad.
The problem is, these are quite fundamental changes and take a lot of testing to make sure all cases are covered. Some of you may be aware, some not, but we had to roll-back a build last Friday as a bug slipped through. And we DO have testers in house, but it's impossible to test all conditions on a live, online centric game: there's just too many combinations that can happen on a live session.
Which brings us to the second part of the update: we are thinking about doing a Private Beta system to speed testing and ensure bugs are eliminated. Here's how the system will work:
- We will allow people to sign up for Betas. Read and, if you think this is for you, contact us. - These must be people who do play the game a lot, so they can be good candidates to spot issues quickly. - They must be able to write in English. - Private Beta users must be aware they will get builds that may have bugs in them. Nothing major: we won't set your house on fire. But assume you could experience crashes, corrupted save games, and general bugs. - Then, whenever we have a build that has gone through our internal QA, we'll ship it to the Private Beta group for a few days. - We'll set up a communication system to receive bugs from these Private Beta users, so testing is faster as there's more eyes on the game - Then, once the Beta clears, we push it to the public right away.
So, do you love Killsquad? Would you like to see the latest, assuming it can be untested? If so, can you send us an email to killsquad@novarama.com right away? Please put "Beta" as the subject. All we need to know is your territory, as we'd like to have people from different languages/time zones to maximize the opportunity. We may also ask you for hardware details as we have issues that affect specific types of machines (ultrawide monitors come to mind for example)