War for the Overworld
v2.0.1: “Somewhat-Told Depths”
Release Notes
Darkest Greetings Underlord,
It’s been just over two months since we unleashed the gargantuan Patch 2.0 and The Under Games expansion upon the world and the reception has been incredible. Since then we’ve been hard at work taking your feedback, identifying and fixing bugs and improving many of the features that came out along with our most ambitious update ever. After months of work we’re proud to present Patch 2.0.1. Don’t let it’s name mislead you, it’s actually very, very large. Encompassing hundreds of changes and just as many fixes it stands as one of our largest updates ever and is certainly our largest set of patch notes.
With such a huge list we’ve done our best to make it as easy to navigate as possible, below you’ll find the contents list which will link to the various sections of the notes so feel free to explore at your leisure. Also although we’ve made every effort to include every relevant change in here it is by no means an exhaustive list. But honestly after 36 pages of notes we were getting a little lost ourselves!
Read on Underlords and don’t forget to check out our latest post which includes some further information on a handful of important topics!
Contents:
- Patch Highlights
- Gameplay / Balance changes
- Unit AI Changes
- Map Editor
- Level / Campaign Changes
- Visual Improvements
- Audio Changes
- Localisation & UI
- Micellaneous Improvements
- Bug Fixes
Patch Highlights
Skirmish Voice-Over
We’ve added unique event-based speech to ALL opponent Underlords in Skirmish mode. Face your favoured opponent and hear them smack talk you! (This can be turned off in the Sound Options.)
- Skirmish AIs will now react to in-game events vocally, providing ongoing commentary
- The AI you hear is determined by the personality you are facing
- The volume of the Skirmish VO can be controlled independently in sound options
- A new mutator has been added to disable these for map-makers or in skirmish
Postal Worker
It is now possible to unlock a new “Postal Worker” skin via the In-Game newsletter signup.
If you are already signed up to the Newsletter then you simply need to enter your email again, you will not be signed up again but your skin will unlock.
Underlord AI Improvements
Our work on the Underlord AI has continued, now the AI is more intelligent, challenging and varied than ever before
- Now employs more varied and entertaining strategies than in 2.0, and is now challenging for the highest-skilled players
- AI performs coordinated blob attacks (it wasn’t doing this right before)
- AI usage of defences and defensive Aspects has been vastly improved, allowing it to make much better use of Sloth-heavy strategies
- The AI now uses a total of 76 Aspects (up from 54)
- Increased the number of different build orders from 20 to 43 (from 3 per personality to approximately 7 per personality)
- Reworked each of the old build orders to use newly-added Aspects and recent balance changes
- Added one funny troll build order for each AI personality, surprising you with early Armageddon, a sea of Bone Chillers and Quick Freeze potions, Wells of Souls and Crypts all over the place, and much more!
- Significant performance improvements to AI operations
Mighty Script Becomes Mightier
We’ve made a lot of changes to the Map Editor and Mighty Script based on the feedback we’ve received so far. There’s a lot of significant changes so please read the Map Editor section to see them all!
Performance Improvements
We’ve not left any stone unturned in our hunt for places to optimise the game. We know that performance is a big concern for a lot of our players and it’s something we’re always looking to improve.
- Up to 50% reduction in the amount of Garbage Collection Stutter on certain systems
- When Stutter does occur the effects should be reduced by up to 33%
- Our tests were run on our in-house minimum specification machine, results will vary
- The performance impact of redrawing Unit Shields has been reduced
- Object Highlighter should now be more efficient
- Introduced improvements to animation culling which should improve FPS
- Optimised new Underlord AI performance impact
- Further optimised Unit Pathfinding & Needs decision making
- Improved performance in the Main Menu
- Disposing of units in the gateway should no longer cause major FPS loss
- Text display is now more memory efficient
- Staggered the effects of the Fortify ritual to reduce performance impact
- Identified and fixed a couple of memory leaks
- Many other optimisations should yield improved performance on most systems
Gameplay / Balance Changes
General Gameplay
- It should now be easier to feed or pay units or repair and build defences by dropping items upon units and defences in the dungeon
- Dungeon Cores in King of the Underhill modes no longer regenerate health, this is purely visual but helps to maintain the impression of damage dealt
Ability Scaling
- Buffs & debuffs now scale up as a unit levels at 22.5% the rate of before (42.5% more effective at level 10, instead of 190% more effective)
- Knockbacks do not scale at all as a unit levels
Ritual Cooldowns
- Different rituals now have different cooldown times after using them, instead of a flat 30 seconds
- Vampire now has no cooldown
- Sacrifice now has no cooldown
- Uprising now has a 10-second cooldown
- Revelation is keeping the 30-second cooldown
- Prospector now has a 10-second cooldown
- Overload now has a 10-second cooldown
- Fortify has a 10-second cooldown
- Construction is keeping the 30-second cooldown
- Besiege is keeping the 30-second cooldown
- Avarice is keeping the 30-second cooldown
- Assembly is keeping the 30-second cooldown
- Armageddon is keeping the 30-second cooldown
Research
- Reverted the research speed changes from 2.0
- Research rate in Multiplayer & Skirmish increased from 50% back to 65%
- Research rate in My Pet Dungeon increased from 40% back to 50%
- These changes are due to a bug that was impacting training speed, which is now fixed
Units
- All bosses that can be placed in the Map Editor can now be picked up like normal units
Arcanist
- Health decreased from 1,000 to 750
- Basic Attack
- Damage increased from 50 to 65
- Unbound Power (Passive damage stacking)
- No longer causes the Arcanist to take increased damage
- It is now possible to attract more than one Arcanist
Arcane Chunder (Crucible / Pet Dungeon / Under Games Unit)
- Basic Attack
- Cooldown decreased from 5s to 3s
- Damage reduced from 50 to 45
- Now only takes up a spot in the Archive, rather than both the Foundry and the Archive (for minion spawning purposes)
- Removed the Arcane Nova ability which was unintended
Archon (Titan)
- Hunger (Passive healing)
- Now heals a flat 1,450 health per attack, rather than a percentage of damage dealt
Augre
- Aftershock (passive applied to every attack)
- Increased intensity of the knockback effect
- Stun effect removed
- Basic Attack
- Damage decreased from 140 to 130
- Quake (Cone)
- Damage decreased from 230 to 150
- Ground Slam (AoE)
- Damage decreased from 140 to 120
Babymoth (Crucible / Pet Dungeon Unit)
- Babymoths can now be picked up like normal units
Bafu
- Basic Attack
- Damage decreased from 95 to 85
Banshee (Unit – From Reanimation Potion and Nether Shrine)
- Slapping a Banshee now kills it rather than detonating it
- Damage values tweaked
- Damage to units decreased from 200 to 125
- Damage to defences increased from 200 to 250
- Damage to props (Cores & Core Shards) increased from 400 to 600
- Health increased from 1,000 to 1,500
- Movement speed increased from 3m/s to 3.5m/s
- Updated pathing to be slightly better at navigating around walls
Bard
- A Song of Ice and Fire (AoE Buff)
- Now grants a 50% damage increase instead of a 50% attack speed increase
- Buff duration increased from 3s to 5s
- Cooldown increased from 8s to 10s
- It is now possible to attract more than one Bard
Beastmaster
- Primal Instinct (Single Target Buff)
- Cooldown decreased from 15s to 5s
- Duration increased from 2s to 10s
- No longer stacks
- Savage Roar (AoE buff)
- Increased radius from 1.5 tiles to 2 tiles
- Increased attack speed buff from 25% to 30%
- Added a 40% damage buff
- Cooldown decreased from 30s to 25s
Chunder
- Chunder Thunder (Burp)
- Debuff duration decreased from 12.5s to 10s
- Debuff can now only stack 2 times, instead of 3
- Headbutt (Stun)
- Cooldown increased from 10s to 12s
- Basic Attack
- Cooldown decreased from 3s to 2.5s
Colossus (Titan)
- Will now heal itself with any gold it picks up before sending it to the Vault
- Basic Attack
- Damage decreased from 1,200 to 1,100
Crackpot
- Flashbang (Stun)
- Now explodes into an AoE, instead of just hitting a single target
- Potion of Mass Destruction (Nuke)
- Now explodes into an AoE, instead of just hitting a single target
- Performance Enhancing Substance (Buff)
- Now explodes into an AoE, instead of just hitting a single target
- Now grants a damage buff instead of an attack speed buff
- Movement speed buff increased from 15% to 30%
- No longer stacks
Disciple
- Health increased from 700 to 1350
- Basic Attack
- Damage increased from 90 to 125
- Cooldown decreased from 3.5s to 2.5s
Ember Demon (Construct / Unit)
- Health increased from 1600 to 1800
- Basic Attack
- Damage increased from 60 to 75
- Ember Spirit (Death explosion)
- Damage decreased from 300 to 150
- Knockback intensity increased by 250%
- Immolation (Damage aura)
- No longer stacks and instead deals a flat 5 damage per second (instead of 3-15 damage)
Ember Lord (Crucible / Pet Dungeon / Under Games Unit)
- Summoned Ember Demons no longer last forever
Empowered Banshee (Unit – From Empowered Banshee Spell)
- You can now no longer summon more than one Empowered Banshee on a single tile at a time
- Slapping an Empowered Banshee now kills it rather than detonating it
- Damage values tweaked
- Damage to units decreased from 400 to 175
- Damage to defences unchanged from 400
- Damage to props (Cores & Core Shards) increased from 800 to 1,000
- Mana cost decreased from 150 to 100
- Health decreased from 2,000 to 1,750
- Movement speed increased from 3m/s to 3.5m/s
- Updated pathing to be slightly better at navigating around walls
Eternal (Titan)
- The Eternal’s shield is now compatible with Core Shards and King of the Underhill
- In Core Shards the Eternal will absorb damage dealt to Core Shards
- In King of the Underhill the Eternal will absorb any Underhill shots heading towards the Core, taking 1,000 damage from each (allowing them to absorb a total of 20 shots)
- Basic Attack
- Cooldown increased from 2.5s to 3s
- Stun duration decreased from 3s to 2s
- Time Vortex (Slow aura)
- Attack speed debuff decreased from 50% to 40%
- Movement speed debuff remains at 50%
Firebreather
- Increased health from 1,000 to 1,250
- Removed Dragonsteel Axe
- This ability never functioned as intended
- Pre-placed Firebreathers in certain levels may still appear to have this ability but it no longer has any function
- Basic Attack
- Damage increased from 75 to 95
- Flame Breath (Cone)
- Damage increased from 75 to 95
Frost Weaver (Potion / Unit)
- Now has a Frost Nova ability that dramatically slows down nearby enemy units for a few seconds
- Chilling Embrace (Slow aura)
- Range increased from 1.5 tiles to 2 tiles
- No longer stacks, and instead applies a stronger effect immediately
Frosty Weaver (Crucible / Pet Dungeon / Under Games Unit)
- Health decreased from 2,500 to 2,000
- Can now level up and use the Barracks
- Can now be recycled
- Now occupies 1 population
- Basic Attack
- Damage decreased from 225 to 80
- Cooldown decreased from 3.5s to 3s
Ghoul
- Health increased from 700 to 1350
- Basic Attack
- Damage increased from 90 to 125
- Cooldown decreased from 3.5s to 2.5s
Golden Weaver (Crucible / Pet Dungeon / Under Games Unit)
- Movement speed decreased from 5m/s to 4/ms
- Health decreased from 2,500 to 2,000
- Can now level up and use the Barracks
- Can now be recycled
- Now takes a wage on payday
- Now occupies 2.5 population
- Basic Attack
- Damage decreased from 175 to 130
Highguard (Unit)
- It is now possible to attract more than one Highguard
- Basic Attack
- Damage increased from 195 to 255
Huntress
- Basic Attack
- Damage decreased from 125 to 105
- Salvo
- Damage decreased from 275 to 260
Juggernaut
- Health increased from 2000 to 2150
- Basic Attack
- Damage increased from 80 to 160
- No longer increases the damage taken by the target
- Now stuns the target for 1.5s
- Shockwave (AoE stun)
- Damage increased from 80 to 130
Magma Weaver (Crucible / Pet Dungeon / Under Games Unit)
- Health decreased from 2,500 to 2,000
- Can now level up and use the Barracks
- Can now be recycled
- Now occupies 1 population
- Basic Attack
- Damage increased from 60 to 80
Matriarch
- Health increased from 1,000 to 1,500
- Basic Attack
- Damage increased from 80 to 90
- Cooldown decreased from 3.5s to 2.5s
- Crusade (Disciple focus fire)
- Now deals 90 damage
- Holy Fervour (Disciple buff)
- Duration increased from 2s to 15s
Molten Skarg (Crucible / Pet Dungeon / Under Games Unit)
- Health increased from 1,300 to 1,450
Necromancer
- Health increased from 1,000 to 1,500
- Death Eater (Heal on Ghoul KO)
- Heal increased from 150 to 750
- Now also heals Ghouls to full health
- Basic Attack
- Damage increased from 80 to 90
- Cooldown decreased from 3.5s to 2.5s
- Raise Revenant
- Cooldown decreased from 60s to 20s
- Mark of Death (Ghoul focus fire)
- Now deals 90 damage
Oculus (Unit)
- Petrify (Stun)
- Cooldown increased from 10s to 15s
Priestess
- Intervention (Revive)
- Now revives the target with a portion of their health, rather than at full health (this scales with the health of the target and the level of the Priestess)
- Blessing (Heal)
- Heal amount increased from 50 to 150
- Cooldown decreased from 10s to 4s
- Pacify (Debuff)
- Cooldown decreased from 25s to 20s
Revenant (Summoned by Archon, Necromancer, Well of Souls)
- Self healing reduced from 150% to 25%
Shadow (Unit)
- Nightmare (Stun)
- Now deals 125 damage
- Basic Attack
- Damage decreased from 100 to 85
Skarg (Unit)
- Health increased from 1,300 to 1,450
Templar
- Basic Attack
- Damage increased from 65 to 85
- Absolution (Bigger attack)
- Damage increased from 125 to 150
Terror (Crucible / Pet Dungeon / Under Games Unit)
- Nightmare (Stun)
- Duration increased from 2s to 3s
- Now deals 250 damage
Thunderling (Potion / Unit)
- Potion gold cost decreased from 15,000 to 12,500
- Health increased from 7,500 to 8,000
- Thunder Strike (AoE)
- Damage increased from 100 to 200
Uprising / Wraith (Ritual / Unit)
- Wraith health increased from 700 to 1500
- Wraith health decay increased from 3 to 5
- As a result, their base duration has increased from 233s to 300s
- Wraith basic attack
- Damage increased from 55 to 90
- Halved Ritual casting time
Vampire (Ritual / Unit)
- Sacrificing units with this ritual no longer suppresses unit spawning
- Vampirism (Passive heal)
- Damage-to-heal ratio reduced from 150% to 125%
- Health increased from 2,000 to 2,500
- No longer spawns restless spirits whilst rebelling
Vanguard
- It is now possible to attract more than one Vanguard
- Damage bonus (over the Warden) increased from 175% to 200%
- Shield Bash
- Fixed the knockback element of this ability to actually work
Warden
- Shield Bash
- Fixed the knockback element of this ability to actually work
Witch Doctor
- Health increased from 1000 to 1500
- Basic attack damage increased from 75 to 110
- Renewing Chant (Heal)
- Heal increased from 100 to 300
- No longer applies a heal-increasing buff
- Cooldown increased from 3s to 4.5s
- Invigorate (Buff)
- Cooldown increased from 2.5s to 10s
- Duration increased from 2s to 10s and the buff no longer stacks
- Attack speed buff removed
- Movement speed buff increased from 5% to 30%
- Added a 150% damage buff
- Now requires level 5
- Resurgence (Revive)
- Cooldown increased from 30s to 45s
- Now revives the target with a portion of their health, rather than at full health (this scales with the health of the target and the level of the Witch Doctor)
- Now available from level 1
Wizard (Unit)
- Updated abilities to be super cool
- That is all
Rooms
Alchemy Lab
- Now grants a small amount of work satisfaction and experience for units which are working in the room
Arena
- Executing prisoners in the Arena now grants a boon of XP and happiness as originally intended
- Units fighting in the Arena share 100 XP + 50% of the executed unit’s XP
- Units fighting in the Arena and units spectating all gain a significant happiness boost
Barracks
- Reverted the training speed changes from 2.0
- Training speed speed set back to the old value (approx 20% higher)
- This change is due to a bug that was impacting training speed, which is now fixed
Crypt
- Gold cost decreased from 500 to 375
Sanctuary
- Now grants a small amount of work satisfaction and experience for units which are working in the room
Spirit Chamber
- Gold cost decreased from 1,000 to 500
- XP gain per second increased by 100%
- Gold cost per second increased by 50%
- Now grants a small amount of work satisfaction and experience for units which are working in the room
Tavern
- Tavern gold is dropped in one pile by the oven, rather than all over the Tavern
Torture Chamber
- Now grants a small amount of work satisfaction and experience for units which are working in the room
Defences
Alchemine
- Gold cost decreased from 2,000 to 500
- Health increased from 2,000 to 2,500
- Increased trip radius from 1.5 tiles to 1.75 tiles
Blade Lotus
- Gold cost decreased from 1,500 to 1,250
- Knockback doubled
- Cooldown decreased from 5s to 3s
Bone Chiller
- Defence part cost decreased from 4 to 3
Glacial Door
- Now takes 25% reduced damage from fire sources (Ember Demon, Firebreather, etc.)
- Base health decreased from 6,000 to 4,000
- Max health (when closed) increased from 12,000 to 24,000
- Charge time once closed increased from 30 seconds to 3 minutes
- Health regen is now 0.125%/s rather than 1%/s (in real terms, it has decreased from 120/s to 25/s)
- Health regen no longer stops when the door takes damage
- Gold cost decreased from 7,500 to 5,000
- Defence Part cost decreased from 5 to 3
Portcullis
- Gold cost decreased from 2,500 to 1,750
Well of Souls
- Range increased from 2.5 tiles to 3 tiles
- Health increased from 3,000 to 4,000
- Base damage increased from 45 to 50
- Scaling damage increased from 30% to 35%
- Defence Part cost increased from 5 to 6
Spells
Enrage
- Mana cost decreased from 200 to 150
- Damage buff increased from 50% to 66%
- Resistance debuff decreased from 50% to 33%
Gild
- Healing decreased from 1500 to 875
Magical Meat
- Now fills 50% of the Slaughterpen Food need, down from 100%
- Now fills 25% of the Tavern Food need (up to a max of 65%), down from 100%
- Now fills 25% of the Sleep need (up to a max of 65%), down from 100%
- The number of pigs spawned now equals the number of units in the effective radius, thus if you cast the spell above a single unit, only a single pig will be spawned.
Summon Worker
- Worker count is no longer hard-capped at 30 – you can now have as many Workers as your mana pool supports
Summon Worker & Empowered Banshee
- These spells now cost the same amount of mana that they lock, meaning you cannot use them with an empty mana bar
Rituals
Prospector
- Decreased duration from 30s to 10s
- Decreased cast time by 50%
Sacrifice
- Sacrificing units with this ritual no longer suppresses unit spawning
- Fixed Chilli and Chilly Chunder recipes being reversed (an easy mistake to make!)
- Fixed several recipes that included Beastmaster and Wardens not working
- Now accepts a number of unit variants as their core unit. I.e. Arcane Templar and Temple Guard now count as Templars.
Potions
Hellfire
- Damage to units decreased from 650 to 350
Reanimation
- Cost decreased from 3,500 to 1,500
Quick-Freeze
- Gold cost decreased from 2,500 to 1,500
Transmutation
- Can no longer be stacked when dealing damage to units
Wisdom Juice
- Radius decreased from 2 tiles to 1 tile
- XP increased from 1,250 to 4,000
- Gold cost increased from 750 to 4,500
Work-A-Lot
- Efficiency bonus increased from 250% to 300%
- This change is due to a bug that was impacting training speed, which is now fixed
Constructs
Conduit
- Gold cost increased from 500 to 750
- Wall fortification speed now 150%, down from 250%
- Enemy room claim speed now 150%, down from 250%
- The speed of other tasks (like digging and claiming) decreased from 250% to 175%
Gold Vortex
- Gold cost decreased from 1,500 to 500
Mana Vault
- Reduced additional mana from 100 to 50 – this was an error
Moongate
- Gold cost decreased from 15,000 to 3,000
- Mana cost decreased from 25 to 20
Unit AI Changes
- Units will now fight in combat in a more structured manner, keeping a minimum distance and making combat more readable
- Units should now be much more careful around Lava and should be more careful when stepping off bridges
- Beastmasters should now use their abilities more intelligently to support nearby friendly beasts
- Witch Doctors will now be more intelligent in their use of the “Invigorate” ability
- Units will now more intelligently path around enemy tiles and identify threat more dynamically
Map Editor
The Map Editor has received quite a few tweaks, especially in Mighty Script, rest assured however we have made every effort to maintain compatibility. You shouldn’t have any issues when opening or playing existing maps. You may need to fill out some extra values if you’re editing a map with an existing script.
- Added a “Shiny Gem” VFX which can be spawned via Mighty Script. Perfect for a stage objective! Gotta collect em all!
- Made a number of improvements to My Pet Dungeon specific features in the Map Editor such as setting up custom enemy waves
- Improved the highlighting of dark tiles when selected
- The Mirroring and Pivoting tool now makes use of the factions setup in the Map Settings, i.e. disabling a faction will cause duplicated factions to choose one of the enabled factions instead
- God Mode is now enabled by default when using the “Export and Test” option
- Pre-placed units can now be set to carry up to 1000 gold in the right-click toolbox
- Arcane Templar now available in the Map Editor
Mighty Script New Features
Map Settings
- Added “Disable mutator” allowing map maker to turn on or off the player mutator option in the scenario/campaign lobby
- Added “Disable Player Theme Selection” allowing the map maker to turn on or off the player theme selection in the scenario/campaign lobby
Debug
- It is now possible to watch the content of all variables by using the Debug console (Scroll lock) whilst in export and test mode using the “Watch vars” button
Scripts
- Most values on items are now able to use a List variable
- Most Triggers should now be able to output their current values to a List defined by the map maker
- Variables are now more flexible and can be used in many more cases
New Triggers
- On Aspect Unlocked: When a player unlocks an aspect
- On Drop: When an object is dropped on something
- On Gold Statue: When a unit is turned into a golden statue
- On Prison: When a unit gets imprisoned
- On Room Setup: When a room shape is detected
- On Spell Cast: When a player casts a spell
- On Spell Selected: When the local player selects a spell
- On Underhill Ball Hit: Checks when an Underhill Ball hit something
- Unit Killing: Checks when a unit is killing something
- When Attacked: Checks when a unit gets attacked
New Conditions
- Have Success Key: Checks if the player has a success key
- Is Allied: Checks if two factions are allied
New Actions
- Add to Party: Adds a defined unit to a party
- Add to String: Concatenate a number at the end of a string
- AI Attack: Add or Remove items from the attack objectives of the AI. Given a priority between 0 (unimportant) and 1 (most important)
- AI Defend: Add or Remove items from the defend objectives of the AI. Given a priority between 0 (unimportant) and 1 (most important)
- Announcement: Creates a central text announcement like seen in King of the Underhill or Core Shards
- Camera To Core: Move the camera to the specified faction’s core
- Change AI: Force set a Personality, set up a build order (optional) and set up the difficulty level
- Damage Entities: Reduce the health of some entities
- Dialog Box: Allow the player to make a choice (Yes/No)
- Faction Modifier: Overhaul, added a per player mutator
- Fire Underhill Ball: Fires at a specified target with a specified Underhill
- Flash Tiles: Highlight tiles
- Gateway Spawning Units: Modify the units which can spawn through a Gateway
- Minimap Ping: Pings the minimap
- Toggle AI: Pause/Play an AI
- Modify Template List: Add/Remove templates to/from a List
- Modify Wage: Modify the wage of a unit
- Pick from List: Given a List and a Number, output the result in a List
- Remove from Party: Remove a unit from a party
- Respawn: Clone a unit, or Respawn it if KO
- Ritual Modifier: Change the workload required, and the name and description of a specified Ritual
- Set Level: Set a unit’s level
- Set Mana Lock: Set a faction’s mana lock
- Set Unit Name: Set a unit’s name
Parties
- Added a configuration header, which applies a default value for newly created units
- Removed the auto-close from the magic finder, to easily add many units
- Added Speed and Scale modifiers
Numbers
- Numbers can now either be Decimals or Whole Numbers (Integers)
Lists
- When creating a List can now differentiate between lists of Strings, Templates and World Objects
Mighty Script Improvements
- “Toggle Cinematic” now suppresses notifications while they are playing, allowing custom subtitles to be used without a chance they’ll be overwritten
- HTML Tags are now supported in subtitles, this allows you to colour them to specific players
- Two special Variables have been created for this (P{X}Name) and (P{X}Color) where X is the faction you wish to use (Starting from 1)
- (PName) and (PColor) can also be used theses refer to the local player
- Example of this in use would be <Span style=’color:{PColor};’>
- “Give Aspect” now supports multiple aspects to be chosen as part of a single action
- When assigning units to a patrol route the first location is now referred to as 1 rather than 0, this should be much less messy
- Prevented Blocks and Rooms categories from showing their content in the world picker mode of the Magic finder, enabling faster loading
Mutators
- “Allow Construction ritual to affect Outposts” now also affects Moongates.
Editor UI
- Magic Finder search bar is now focussed when opening the magic finder, input away!
- Items in the Magic Finder are now sorted alphabetically
- Removed “Enable” option from Objectives as this was causing confusion
- Foundry props now display a progress ring towards the next defence part
- Tile Coordinates are once again shown next to the cursor in the Map Editor
- More Icons added
- Unavailable Mightyscript options are now hidden in modes which do not support them
Level / Campaign Changes
War for the Overworld
We’ve touched up a few of the original campaign’s levels in the wake of the main campaign remaster, in particular, there are a few levels we weren’t happy with the achievements on so we’ve tightened the requirements up or in some cases (Subjugation) loosened them a bit.
Level 3
- Changed visuals on the wall tops in the Empire Base
- The “Portal Gems” speedrun achievement now requires you to defeat the level in 16 minutes (down from 19 minutes)
Level 4
- The “50 Shades” speedrun achievement now requires you to defeat the level in 18 minutes (up from 17 minutes)
Level 5
- The “Short Joke” speedrun achievement now requires you to defeat the level in 18 minutes (down from 25 minutes)
Level 6
- Rearranged some of the lines from the Dwarves versus Mendechaus to ensure appropriate context
Level 8
- Added optional objective to kill 10 units while in possession
Level 12
- Adjusted the time that must pass before Kasita, Korvek and Draven begin spawning Titans
- The “Over 9000” speedrun achievement now requires you to defeat the level in 50 minutes (up from 25 minutes)
Level 13
- Drawbridge Winches now have a death VFX
- Added a debriefing screen following the level
- The Aum will now fly around the Emperor, his power is maximum
- Updated Granite tops
Heart of Gold
Heart of Gold has always been in quite a good place and although we’re always looking out for issues (and have fixed a few) we’re pretty happy with the campaign, we’ve made a few small changes to enhance the experience through the campaign
Level 1
- Swapped Artefacts of Gold for Artefacts of Plentiful Gold
- Inquisitors now spawn throughout the level, increasing the amount of units that can eventually torture a certain annoying wizard
Level 2
- The Road on this level is now always visible, rather than simply revealing the area around the patrols
My Pet Dungeon
With a few changes being made across the rest of the game we went through to make sure that the My Pet Dungeon campaign reflected those changes.
- The Wizard and Arcane Templar have been added to the Toybox and Toybox waves on most levels
- The bosses in the Toybox are now the non-Campaign versions with correctly functioning unit needs
Lockshackle
- Lockshackle: The Thunderling potion and Empowered Banshee spell are now banned (as all summoning Aspects are)
The Under Games
The Under Games are massive and feature a lot of moving parts. Our ambition was to ensure that each of the distinct playable Underlords encapsulated a unique experience well and we think that’s turned out really well. We still want to make some tweaks though so that the experience is more consistent across all Underlords.
Underlord Lamash
The goal when playing as Lamash is to feel like you’ve got tons of units to play with, but then have to make the tough choice of who to keep alive, and who to burn – these changes should help solidify that feeling
- Hazard Pay: Payday multiplier for living units decreased from 300% to 250%
- Undead Horde: Unit spawn rate for all units dramatically increased
- Undead Horde: Adjusted how Shamblers and Restless Spirits spawn to now be tied to Lair size, allowing you to more predictably attract more if you wish
Underlord Kasita
- Can now attract Golden Weavers
- Building large Vaults will attract more Golden Weavers
- Golden Weavers are worth a large amount when Blood Money is used
- Passive gold generation decreased from 25/s to 20/s
Underlord Oberon
- Now has a range of buffs to make him a more challenging opponent (Mendechaus is crafty like that)
Underlord Marcus
- Now has the same special Chunders that Volta has
Underlord Rhaskos
- Now has the same special Beasts that Shale has
Underlord Draven
- Now has the same special undead units that Lamash has
Rockhard (Level 3)
- Replaced the Research Shrines with Underworld Gateways
- This allows the special unit spawning for Lamash, Kasita and other Underlords to function on this map
- Added several Artefacts of Greater Sin
Crucible
- Empowered Banshee and Reanimation are no longer banned
Scenarios
We’ve taken the decision to remove the customer scenarios that were produced by our voluntary QA testers during the production of 2.0 or before. There are a number of reasons for this but primarily it stems froum us wanting a clear division between content that is and is not actively supported by us. What this means is that we will only include scenarios we’re 100% happy with on localisation, features, testing and performance, by limiting this to maps we create ourselves we can ensure that we know ever level inside and out and can provide support appropriately in a way that was not possible with these custom levels.
We should say that this is not a reflection on the quality of these levels as they are all great experiences produced by very talented and dedicated people, it is simply that we wish to maintain complete control over our scenario content. All of these maps are still available on the Workshop with the added benefit that you can download them and subscribe to updates from their creators as well as provide feedback directly to them.
This is a conclusion we should have reached earlier but in the scramble leading up to 2.0’s release we did not properly consider the ramifications of including these maps on our support structure. When it came to this decision we considered other options but ultimately we felt that this would result in unfair restrictions being placed on these talented creators which would no doubt result in them being unable to truly create the maps they wish to create.
We apologise to all the incredible people who helped create these maps and for all the players who have enjoyed them. Please show your support by downloading them direct for the workshop!
- Removed many of the custom scenarios produced by our voluntary QA testers
- Added a “Download scenarios” button to the menu that will take players to the relevant workshop
Visual Improvements
- Banshees have been visually reworked to make them more visible
- Banshees and Empowered Banshees should now be more distinct
- Arcane Bombards now fire purple fireballs, magic!
- Updated Player Colouring on several Dungeons:
- Underlord Lamash
- Underlord Volta
- Added Clutter to the Incantation Shrine
- Adjusted several Possession view filters
- Piggy
- Arcane Chunder
- Most Empire Units
- New Unit Animations:
- Firebreather Death
- Getting Paid Animations for a number of units
- Inquisitor “Inquisition” Ability
- Cultist All Abilities
- Ember Demon Abilities
- Frost Weaver (and derivatives) Entrance Animation
- Frost Weaver Basic Attack
- Multiple Restless Spirit Animations
- Spirit Death Animation
- Shambler Death
- Shambler Sleep
- Bard Combat Animations
- New Misc Animations
- Mana Shrine Living Animation
- Improved Animations
- Crackpot Death
- Improved visuals of some corrupted Empire units:
- Arcane Templar
- Dwarven Arcanist
- Arcane Warden
- Templar
- Juggernaut
- Arcanist
- Firebreather
- Huntress
- Inquisitor
- Matriarch
- Priestess
- Warden
- Wizard
- Improved Material used on Kasita’s dungeon theme
- Improved brightness of Kasita’s Door Arch
- Improved Visuals of toggle props in the Crypt and Spirit Chamber
- Empire Arcane Worker is now Team Coloured
- Updated range indicators for a number of defences, potions and spells with new art and distances which match the above balance adjustments
- Rebalanced the appearance of the Nether Shrine
- Several updates to Unit Portraits
- Improved the appearance of the Necromancer’s Staff
- Updated VFX on Banshee spawning
- Updated the appearance of the Sanctuary Room
- Improved the appearance of the Tile Highlight effect used on the first level of the War for the Overworld campaign
- Rally Flags will now appear above doors when placed there
- The Infernal Urn should now smoothly transition between targets
- Improved the appearance of the Mana Shrine
- Improved the Chunder’s bed stink, crisis averted!
- Added a small VFX when units leave and enter the Arena
- Updated appearance of Bloodfalls on Snowy and Onyx terrain themes
- Improved the Succubus’ texture to make her more visible
- Improved the visuals of the Well of Souls
Audio Changes
- Added dozens of new Generic VO lines from Mendechaus for use in custom levels
- Full details will be made available in the future but all these lines can be found in gametext under the heading: ## Mighty Script Custom VO
- Added several generic VO lines from “The Lord of The Land” boss unit
- Full details will be made available in the future butu all these lines can be found in gametext under the heading: # # Mighty Script Lord of the Land Unit VO
- Added additional lines to the Arcanist’s Work VO
- Units that are killed intentionally by the player will no longer generate a “Unit lost” alert
- Removed an outdated sound effect when units spawn from the gateway
- Made some small audio changes to the Main Menu
- Updated the voice lines that play on the Skirmish debrief screen
- Added some additional Unit VO
- Added a number of missing dynamic tutorials for unit variants seen in the Crucible and Under Games game modes
Localisation & UI
- Added some additional information to new defence tooltips which were missing.
- Thunderling Abilities now have Tooltips
- The Matriarch’s tooltip now shows how many Disciples she has summoned
- Units which do not have needs will no longer display them on their Unit Shields or Tooltips
- Description box when creating a new map in the Map Editor has been made larger
- Opening the load menu whilst in-game now opens the saves for the mode you’re currently playing
- The Unit Panel has been updated now displaying how many units you can grab in any particular group when hovered
- Added a small pulse to the God Mode toggle when using God Mode for the first time
- Improved the appearance of the Gateway Spawning controls when left clicking on a Gateway
- Objectives are now visible in possession mode
- Improved the readability of prop efficiency shields
- Units which cannot level up will no longer show their level or experience points in their tooltip
- Unit Shields now accurately represent the progress of a unit which is being tortured
- Added a “Download Scenarios” button to the Custom Scenarios menu
- Added a link to the Cynical Imp charity skin in the extras menu
Miscellaneous Improvements
- Reworked Hotkey Assignment in the options menu. It is now possible to assign conflicting Hotkey. Assigning a conflicting hotkey will unassign the original action which was bound to the chosen key and generate a warning. This should vastly improve the usability of this interface.
- Updated UI Middleware which should address some UI related errors
- Updated Credits
- Newsletter Signup is extra GDPR compliant! Yay
- The game now runs in exclusive windowed mode. This change can be reverted by adding “-window-mode bordeless” to your launch options
- Improved map loading
Bug Fixes
Crashes & Gamebreakers
- Fixed an issue where the game could crash when quitting or restarting the My Pet Dungeon mode
- Fixed a rare crash that could occur on saving a game
- Fixed an issue where the game would be prevented from loading any level on Linux-based systems which do not use a dot (.) as the decimal separator in floating point numbers
- Fixed a rare soft lock which could occur when quitting the map editor without saving
- Fixed an issue where a player could not access the Under Games if they did not own Heart of Gold
- Fixed a crash that could occur when loading Level 2 of The Under Games
General Gameplay
- Fixed an issue where Knockback was not being correctly applied to units in combat
- Worker Rally Flags placed on props can no longer be hidden within the prop
- Fixed an issue where grabbed units and pigs could be killed in your hand
- Fixed an issue where neutral units were considered as enemies by multiple game systems
- Fixed a number of miscellaneous Knockback issues
- Enemy Dungeon Cores will be revealed upon victory to allow the death animation to correctly play (often an issue on King of the Underhill and Core Shards game modes)
- Fixed an issue where loading a save where the player owned a destroyed Dungeon Core would cause the player to instantly lose
- Fixed an issue where random tiles were becoming unbuildable
- Using shift to “paint” orders now counts towards relevant scores. I.e. Shift-RClicking to slap units now counts towards total slaps
- Fixed an issue where the cooldown on creature attraction was not saved correctly
- Fixed an issue where damaging AOE effects were not applying correctly
- It is no longer possible to reinforce walls beyond their maximum health by having an imp damage it followed by immediately reinforcing it
Units
- The Huntress’ “Beast Whisper” ability should now correctly reduce damage taken from beasts
- The Crackpot’s “Performing Enhancing Substance” ability should now correctly increase the damage of allies
- Shadow’s now correctly deal additional damage if their target is unaware of them thanks to “Shadow Strike” fix
- Shamblers now correctly become knocked out as intended
- The Huntress now creates the correct bed
- Spirits can now be correctly disposed of via the Gateway
- Inquisitors should no longer randomly fall through the floor, they will now have to find new ways to perform their self-flagellation
- Buffs should no longer be interrupted when placed on enemy units
- Beast Masters will no longer use their heal on enemy beasts
- Fixed a number of issues with the Frost Weaver’s abilities
- Units should no longer occasionally walk into walls after using the Moongate
- Fixed a pathfinding issue where Workers would become stuck on Archive props
- Fixed an issue where picking up a worker that is carrying an Artefact over a bridge above a chasm will cause the artefact to drop into a chasm.
- The Colossus should now correctly heal himself when draining Gold
- Fixed an issue where the Skarg would randomly lose all their speed
- Banshees now correctly explode when blocked by ramparts
- Gold Weavers will no longer break due to having a gold need but no wage
- Imprisoned vampires will now return to their lair correctly when escaping Prison
- Vampires will now sleep inside their coffin
- Spirits should correctly spawn if a player kills their own units in the Torture Chamber
- Units should no longer be able to fall unconscious inside props, preventing their retrieval. Typically this was seen with Archive lecterns
- Baby Democorns will no longer be upset all the time
- Ember Demons no longer affect population cap
- Fixed an edge case where units could ignore their payday
- Fixed an issue where it was not possible to select the Thunderling’s first ability whilst in possession
- Neutral Units which are in prison should be correctly converted to the player when captured
- Corrected an issue where Titans were not appropriately immune to stuns
- Beasts which have been turned into Golden Statues by the Aureate Monolith can once again be slapped for gold
- Thunderlings can now be dismissed by three slaps as intended
- Huntresses now have the correct room requirements
- Improved the pathability of the Colossus so he doesn’t get stuck on everything
- Empire units which are rebelling can now properly leave the dungeon
- The Necromancer should no longer be rooted to the spot if using the Mark of Death ability in possession
- Fixed a number of issues with Porkzilla
- The Magma Weaver’s “Fire Aura” ability is now correctly a passive ability
- Rats can now once again be dropped onto a torture rack
Rooms
- Fixed an issue where units in the Arena would not be displayed at the correct height
- Fixed an issue where building a vault atop a gold pile could result in permanent visual only gold piles on the tile
- Fixed the Crypt summoning toggle reverting to an on state after loading a save game
- Empire Crypts will no longer keep their props if captured by a player with the Underlord Theme
- Props in conquered rooms should now upgrade correctly when loading a saved game
- Rats are now correctly killed when a Prison is sold
Spells
- Summon Worker can now once again be cast upon tiles one tile space away from the owner’s domain
- Worker Rally and Impasse should once again lock onto tiles
- Force work effect of Obey should no longer be overwritten by Work-A-Lot potions
- Fixed an issue where Summon Banshee did not correctly deduct mana
- Summon spells now correctly cost and lock the same amount of mana
- Fixed an issue where it was possible to become stuck inside possession by loading from an autosave or quicksave which occurred while the player was in possession
- It is no longer possible to cast Magical Meat on dead units
Defences
- Fixed an issue where Glacial Walls generated by the Glacial door would not be visually represented
- Bombards will now die at the correct height
- Items such as Defence Parts and Artefacts should no longer be partially submerged in the ground
- Fixed an issue where Stone Knight and Sentinel caskets which were pre-placed may not contain sentinels
- Unit Shields for Possession Doors will now correctly disappear upon death
- Siege doors should no longer vanish if the tile directly adjacent to their central tile is changed
- Fixed several issues with Siege Door walkability
- Defence blueprints should now not show up for enemies until the first part has been added
- The Garrison buff and not just the visuals now persist through saving and loading
- Slapping the Alchemine will now cause the contained potion to explode as intended
- The Infernal Urn can now destroy as many Ember Demons as are in its radius as intended
- Fixed an issue where destroying a well of souls could cause unusual behaviour
- Destroyed Alchemines will no longer leave their potions floating
- Projectile Defences such as the Bombard will no longer rotate randomly whilst in blueprint mode
Constructs
- The Conduit Buff no longer stacks with other Conduits
Potions
- Fixed an issue where a few potions would incorrectly snap to a unit instead of a block
- Dropping a Work-A-Lot potion on Workers should now never cause them to reach negative efficiency
- Transmutation potions will no longer delete unconscious units
Rituals
- Fixed several broken “Sacrifice” recipes
- Fixed an issue where if the player started the sacrifice ritual with a unit that wasn’t the first unit in any recipe the ritual would become broken and not detect any valid sacrifices until the map is restarted
- Uprising is now correctly doubled by Lamash’s trait in The Under Games
Environment & Shrines
- Fixed a bug where the Mana Shrine would remove mana instead of granting it under certain conditions
- Perception Shrines should no longer be visible under fog of war that has been tagged
- Fixed an issue which prevented Nether Shrines from producing additional Banshees
- Fixed an issue where Underhills would sometimes cause no damage to the Dungeon Core
Visual Fixes
- Fixed an issue where walls would sometimes render without their sides
- Fixed an issue where Ghouls being spawned in the crypt would temporarily drop through the floor during spawn, before being corrected
- Bombard’s Overdrive VFX should correctly display once again
- Worker “Sprint” Ability VFX is now displayed at the correct height
- The Chunder’s “Chunder Thunder” VFX is now displayed at the correct height
- Empire Foundry’s now have the correct tile texture around their props
- Fixed some issues where the incorrect or no vision filter would be used in possession
- Fixed an issue with the cultist’s animation
- Sparks from a Foundry Anvil being hit will now be generated in the correct location
- Fixed issues with the Infernal Urn VFX
- Fixed an issue where the Portcullis death visuals were not playing correctly
- Fixed an issue where the Arcane Chunder was not correctly animating whilst working in the Archive
- Prevented a case where the Barracks prop could become stuck in its animation
- Fixed issues with the following entrance animations:
- Succubus
- Chunder
- Cultist
- Fixed animation issues with the Duke
- Fixed animation issues with the Vampire
- Wisdom Juice Potion VFX now correctly matches the potion’s effect radius
- Necromancer Auto Attack VFX is now actually visible (oops)
- Shackle’s VFX will correctly dissipate if the defence is destroyed
- Bonechiller Slow VFX will no longer apply to corpses
- Fixed Gold & Silver worker VFX not correctly moving with the worker
- Fixed an inconsistent appearance on Lamash’s floor tiles
- Units which are waking up from slumber should now do so faster, reducing any sliding
- Units will now wait an appropriate amount of time for their animations to complete in the Tavern based on their efficiency
- Fixed an issue where the Storm Vortex would not animate correctly
- Fixed several visual issues with the Empire Crypt
- Fixed the Arcanist Boss skin, she now feels pretty again
- Fixed a visual issue which could occur in the Gold Forge that is present on Level 3 of Heart of Gold
- Fixed an issue where defence blueprints would display incorrectly
- Picking up and dropping a Micro piglet into the Tavern’s Spit Roast Cannon will no longer cause the death VFX and SFX to appear at the pig’s previous location
- Resetting War for the Overworld campaign progress after level 5 should no longer cause an area to remain burning
- Fixed some inconsistent progress on the Underlord Pawns on the Under Games campaign map
- Core Shards now use the correct defence shield
- Fixed an issue where destroying an Enemy’s Titan egg would leave behind a VFX
- Fixed an issue where the Kasita (Silver) theme would use golden connectors if the standard Kasita theme was in use on the same map
- Fixed a visual issue with the Royal Carpet where it would look broken at a distance
- Fixed the team colouring on the Summon Imp spell VFX
- Well of Souls and Bone Chillers now correctly have their VFX disabled by the Shackle spell
- Hovering over Voltas Dungeon Core whilst it is damaged on a game mode with shields will no longer cause it to flicker
- Stun Indicators will now no longer play on Defences as they cannot be stunned
- The Underminer will now correctly play its animation when God Mode is on
- Corrected the colouring on Worker Claim VFX
- Fixed a missing texture on the Alchemy Clutter
- Fixed an issue where rebuilding the Mana Vault on the same tile it was previously destroyed on would cause strange visual glitches
- Workers no longer ram their face into the wall to mine it out. The medical bills were too damn high!
- Fixed an issue where the Crypt prop would retain the visuals of having a single soul stored even whilst empty when playing as Lamash in The Under Games
- Corrected Gold Vortex active VFX
- The Aureate Monolith no longer has a transparent texture where the grouting between bricks should be
- Fixed an issue where the Fog of War appeared slightly differently above dug out areas, allowing especially attuned players to identify where enemies were digging
- Fixed a number of issues related to the Banshee’s attack VFX
- Corrected the position of the Chunder Thunder VFX
- Fixed the candles being off-center on the Empire theme walls
- Placing a well of souls no longer results in a large broken texture covering the affect area
AI Fixes
- Units should no longer path into Lava when enemy Ramparts are nearby
- Fixed an issue where tasks would be generated outside of maps if units were Knocked Out in a chasm
- Fixed an issue where the Underlord AI was unable to fallback to an appropriate build order if their primary order was interrupted
- Fixed an issue where the Underlord AI would stop building defences after attempting to build a Rampart without having the Rampart unlocked
- Fixed an issue where units would try to walk into the Dungeon Core or Gateway on certain levels
- Fixed an issue where the Underlord AI would recall units even if they were already at home
- Fixed an issue where workers would ignore capturing certain rooms in the campaign
- Addressed a potential issue where Unit AI might not be registered if units are being spawned incredibly fast
Map Editor – General
- Improved the Visual Appearance of the MPD Toybox when placed in the Map Editor
- Fixed an issue where saving a My Pet Dungeon map without a “Toybox” would discard the My Pet Dungeon mode and revert to Deathmatch.
- Fixed an issue where placing and then removing a Dungeon Core belonging to the Empire would cause their units to become “Braindead” when the map is played
- Scrolling the edge of the screen with the mouse whilst the Magic Finder is open should no longer cause huge frame-loss
- Fixed an issue that would cause maps with a very specific configuration to stop loading following a hotfix
- Removed the context menu from Core Doors as it is irrelevent to them
- Fixed the context options missing from the Storm Vortex in the Map Editor
- Overworld Gateways should no longer lose the destructible flag when being duplicated with the mirror tool
- Fixed an issue where non-skirmish modes could use random positioning of players creating an undesired affect
- Units which are placed in Prison or are teleported into the prison via Mightyscript will now correctly be considered imprisoned
- Fixed an issue where setting the theme of a player in the Map Editor did not apply in the map when played
- Preset themes in custom campaigns and scenarios are now correctly forced when the map is played
Map Editor – Mighty Script
- Fixed a number of errors that occurred when exporting and saving maps which caused some scripts to not work correctly
- Fixed an issue where Dig Paths which started on a wall tile and ended in a floor tile did not work correctly
- Storm Vortexes toggled into vortex mode via triggers will remain in that mode indefinitely
- “On Faction Changed” trigger correctly detects rooms becoming Neutral from the Unclaim spell
- Fixed an issue where Mana lock would not be saved properly
- Fixed an issue where “On Health Changed” could not be set to detect all and would present with an error
- Fixed an issue where “Spawned Defences” list was not handling entities correctly
- Fixed an issue where using the “Give Aspect” action to grant the player an Outpost would not actually unlock the outpost
- Fixed missing file paths when searching for an objective icon
- Fixed an issue where the “Dependent Shield” would always require all anchors to be destroyed and would always die upon removal, regardless of whatever options were set
- Fixed dependent shields being removed only visually
- Fixed the “Soft Path” function of the Create Dig Path action not working
- Fixed an issue where patrols which did not loop would become stuck if the idle range was more than 0
- Fixed an issue where the defence modifier on parties would actually make units more vulnerable, the inverse of how it should work
- Set Unsellable should now work correctly on defences
- “On Potion Used” should work correctly now
- Fixed a number of crazy exceptions which were occurring in custom maps (Thanks for the reports and maps!)
- Removed several special aspects from the “Give Aspect” command to prevent undesired situations
- Walls should now correctly block the “On Enter/Leave Block view” trigger from firing
- Neutral creatures should no longer be treated as being owned by Player 1 for the purposes of conditions
- Timers should no longer set off triggers even when disabled
Map Editor – UI
- Fixed Worker Selection in Faction Settings being cut off on the far right
- Fixed an issue where the map editor UI could become doubled up if an error occurred when selecting an item from the magic finder
- Fixed an issue where the tooltip for Item properties in the Mighty Script editor could appear multiple times when hovering over the property title
- The Information Box should no longer block inputs in the Map Editor
- Fixed an issue where the content of scripts would become invisible
- Blood tile icons no longer have blue dirt borders
- Removed some unsupported spells from the Spell magic finder list
- Fixed an issue where the animation for switching tabs in the map configuration interface would not play correctly
- The back button on the Custom Campaign creation menu should no longer take you back to the Main Menu
- Mutators menu in the Map Editor now correctly locks the Camera whilst open
- Tooltips for items in the Magic finder should now correctly appear
Custom Campaigns
- Fixed an issue where levels would be loaded with God Mode on incorrectly
- Custom Campaign maps will no longer incorrectly show up in other lobbies
Mutators
- Fixed an issue where Mutators would be lost upon loading a map in the editors
Audio
- Arcanists now play the correct VO when being possessed
- Gnarlings now play the correct grunts in combat
- Banshees now correctly play their death sound when they are slapped
- Fixed an issue where new unit alerts were not playing
- Storm Vortex now usues the correct audio
- Fixed a short cooldown on the “Banshees Bombarding Core Shard” VO Alert
- The second tutorial line for Bombards should now correctly play if the player has opted into tutorials
- Fixed an issue where an Alchemine built by the player would continue to produce sounds even after death
Crucible
- Augres will no longer attempt to activate already charged Garrisons
- Blade lotuses will no longer incorrectly trigger Earthquakes
My Pet Dungeon
- Fixed an issue where the automatic waves in My Pet Dungeon would not continue spawning after Wave 9
- Fixed an issue where the score would not increase in My Pet Dungeon levels after loading a saved game
- Save games for custom My Pet Dungeon maps should no longer appear in the scenario tab
- Fixed a rare issue where a My Pet Dungeon level could not be finished even though the objectives had been completed
Levels / Campaigns
- Fixed an issue where the introduction cutscene in Under Games “Meat Maker” hovers in fog
- Archive Icon is now correctly highlighted during the “Build Archive” objective in War for the Overworld level 2.
- Granite Doors on Under Games Level 6 should now correctly block all tiles they are present on, rather than just the centre
- Fixed a number of duplicate Audio Items on Under Games Level 6
- Fixed an issue where Artefact Shells on Level 2 did not correctly fade out when used
- Fixed an issue in the outro to Heart of Gold
- Improved the reliability of the Empire Gateways in the My Pet Dungeon level “Snow Hope”
- Underlord Oberon can now attract beasts as intended in The Under Games
- Fixed a camera issue in Heart of Gold level 2 upon the arrival of Coleem
- Core Shards now correctly regenerate in the Under Games
- Fixed an issue where the enemy attack waves on Level 6 in War for the Overworld will remain near the gateway
- Fixed an issue on Level 2 in the War for the Overworld campaign where a “fake” artefact will be left behind after collecting an artefact
- Playing the home realm after beating the War for the Overworld campaign will no longer treat the player with the old… terrible… disappointing ending. We’ll spare you that suffering.
- Fixed an issue on Level 12 of the War for the Overworld campaign where capturing Kasita’s Dungeon Core would cause any remaining Sentinel caskets to become visually permanent
- Fixed an issue where the third Under Games bracket would not correctly display their tiles in the Campaign Map
- Fixed an issue on Level 1 of the War for the Overworld campaign where workers which have respawned after being disposed of via the Dungeon Core will not count towards the Worker UI
- A Matriarch will no longer rudely start talking as soon as Level 8 of the War for the Overworld campaign begins
- Fixed an issue where the audio line from Mendechaus on Level 3 of the War for the Overworld campaign would be repeated too often
- Fixed an issue where a unit would die and revive itself endlessly on Level 7 of the War for the Overworld campaign
- Siege Doors are now correctly themed in Level 13 of the War for the Overworld campaign
- Hero Crypt Props in Level 8 of the War for the Overworld campaign should once again properly open
- Fixed an issue where Kasita’s doors on Level 12 of the War for the Overworld campaign were visually closed but units were able to walk through them
- Fixed an issue in Level 9 of the War for the Overworld campaign where the level would become incompletable if the player blocked off the player-side portal
- Fixed an issue where the barracks props in Korvek’s dungeon in Level 12 of the War for the Overworld campaign were mislocated
- Taunts should no longer play multiple times in Level 12 of the War for the Overworld campaign
Multiplayer
- Fixed an issue where Core shards would not be correctly shielded in Multiplayer
- Fixed a bug where clients in multiplayer were only ever able to build a single Titan
- Shackle should now work correctly in Multiplayer
- The Sacrifice Ritual should now work correctly in Multiplayer
- Potions should no longer become trapped in the Client’s hand
- The “Titan Spawned” alert should no longer be played multiple times
- Minions possessed by the host in Multiplayer should now longer float horizontally through the air for the client
- Fixed an issue where dropping a wormhole potion on a possessed unit in Multiplayer will cause the possessed player to become stuck
- Fixed an issue where the Infernal Urn was not correctly transforming Brimstone into Quartz or killing Ember Demons for the client
- Claiming, unclaiming and then reclaiming a mana shrine as clients in Multiplayer should now correctly award the appropriate amount of mana
- Fixed an exploit that would allow the client in Multiplayer to gain permanent spirit workers via dropping the potion repeatedly
Localisation
- Added several missing keys
- Fixed a number of language-specific oddities
- Options Menu “Hand of Evil” settings should now correctly display in all languages
- Underlord Shale is now always referred to consistently in German versions of the game
- Fixed several issues where lines in Campaign Level 5 would not be correctly translated in Community Translations
- Fixed missing description text for Shale, Lamash and Volta theme unlocks
- Fixed an issue where Community Translations could not be loaded if published locally
UI
- The Minimap should no longer go black at random intervals
- Unit shields should no longer occasionally become massive when a unit is picked up
- Right-clicking a unit in the warband interface should once again correctly zoom your camera to them
- Fixed a UI overlap on the Custom My Pet Dungeon lobby
- Fixed an issue where the subtitle for Mendechaus’ greeting on the Main Menu could be cut off
- Added a space between the name and date created of mutator presets
- Fixed an issue where the font on the In-Level options menu was larger than the main menu version
- Enemy defences will no longer present with a shield if they have no parts contributed
- Fixed an issue where having the Gateway spawning controls open and opening the pause menu could cause the menu to freeze
- Fixed an issue where clicking on the right side of the main menu could open an invisible version of the newsfeed even on screens without those options
- Fixed an issue where clicking to buy The Under Games expansion from the main menu would not work
- Fixed an issue where the untapped mana tooltip would not display when hovering the mana bar
- Tooltips should no longer appear in two locations on the options menu
- Ensured that unit shields always reappear after a unit is dropped
- Shields now correctly scale in size when the shield scaling option is used
- It is now once again possible to adjust the game speed via hotkeys
- Tooltips for the Mutators menu should no longer appear behind the menu
- Fixed an issue where the font of tooltips would change after playtesting a map in the Map Editor
- Prevented a rare case where it was possible to replace the local player with an AI player in the Skirmish lobby on some Workshop maps
- Fixed a few cases where the UI would slide off screen given a series of user inputs during processing
- Aspects granted via Mighty Script will now be appropriately marked as purchased
- Clicking the back button from sub-menus in the extras menu will now return to the extras menu rather than the Main Menu
- Preplaced Taverns will no longer have the “Room too small” warning on their Tooltip
- Fixed an issue where the custom campaign lobby would not appear
- Fixed an issue where Volta’s Mana Locked by defences was displayed incorrectly in the Under Games campaign
- Fixed an issue where the “Select Ritual Tab” hotkey did not work after loading a saved game
- Removed the unneeded “Level progress indicator” from the Crucible tab on the main menu
- Clicking load in the Scenario sub menu now correctly opens the Scenarios tab in the load menu
- Fixed an issue which rendered the social buttons on the main menu non-intractable
- Fixed an issue where feedback was not present on the current selected maps in Scenario/MPD/Campaign lobbies
- Fixed an issue where line breaks in Skirmish and Scenario map descriptions were not being preserved
Miscellaneous
- Fixed a number of issues within the codebase
- Additional minor fixes
- Fixed an issue where the “More money than god” achievement was not updating correctly
Cheers,
– Brightrock Games Team
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