Darkest Greetings Underlords,
Thanks to all your reports following the release of 1.2 we’ve managed to get to the bottom of a few nasty bugs. Patch 1.2.1 is on it’s way to you via steam now and fixes quite a few of these major bugs. If you’ve yet to read the patch notes for 1.2 you can do so here.
Gameplay and Balance Changes
Movement
- Capped the acceleration speed of all units to prevent some fast units having jerky movement
Constructs
- It is no longer possible to build constructs on rooms other than shrines
Obey (Spell)
- Added recast time of 2.5 seconds, this should make it impossible to accidentally cast Obey on the same unit twice
Necromancer (Unit)
- Sacrificing a Necromancer in a Crypt or to a Vampire ritual will now cause their Ghouls to dismantle
Frost Weaver (Unit)
- Fixed death VFX to not be an exploding fireball
- Now has the fly ability and is able to cross over any terrain, excluding lava.
- Reduced movement animation speed slightly
Eternal (Unit)
- Fixed death VFX to not be a dying worker
- Now has the fly ability and is able to cross over any terrain
- Reduced movement animation speed slightly
Archon (Unit)
- Now has the fly ability and is able to cross over any terrain
- Reduced attack range from 3 tiles to 1.5 tiles
Dungeon Core
- Damage resistance has been removed (it wasn’t actually working)
- Health increased from 10,000 to 25,000
- Health regen increased from 55/s to 140/s
Level Changes
Heart Attack (Level 7)
- Lowered starting level of enemy units from 3 to 2
Belmorne’s Pass (Level 9)
Since the changes in Patch 1.2 the overall difficulty of Belmorne’s Pass has been out of line with the rest of the campaign. We’ve made a major balance pass on this level to bring the difficulty back in line and generally lower the difficulty spike players were encountering here.
- Fixed missing bridge tile to the East of the map
- Fixed bridges using the water bridge tileset instead of the chasm bridge tileset
- You now get 10 minutes before each wave instead of 7.5 minutes
- Lowered the overall number of units by about 15%
- Lowered starting level of enemy units from 5 to 4
- Adjusted the layout to make it easier to find the Gold Shrine
- Revealed objectives are now visible for 6 seconds instead of 2 seconds
The Kenos (Level 10)
- Revealed objectives are now visible for 6 seconds instead of 2 seconds
Desperate Power (Level 11)
- Revealed objectives are now visible for 6 seconds instead of 2 seconds
Subjugation (Level 12)
- Revealed objectives are now visible for 6 seconds instead of 2 seconds
Equilibrium (Level 13)
- Revealed objectives are now visible for 6 seconds instead of 2 seconds
UI Changes
- Tooltip for Enemy prisoners now displays their torture progress in the activity section
- Prisoners are now slowed like your own units when you hovering over them
- Ctrl + Page Up, Ctrl + Page Down now adjust the game speed up or down by 5% respectively
Performance Improvements
- Reduced the performance footprint of the Mira AI player in level 10
- Fixed several underlying bugs in multiplayer that may have negatively impacted performance
Misc Changes
- Some minor under the hood changes
- Several new features added to the pathfinder for more complex pathfinding
- The “Stay awhile and listen” achievement condition of Level 13 has been reduced to 10 minutes
Bug Fixes
- Fixed an exception that could potentially prevent the loading of saved games
- Fixed a crash which would occur upon selling a Prison
- Fixed a visual issue where the spitroast cannon in the tavern would show a huge decimal number for it’s capacity
- Fixed an issue where unit shields would suddenly become giant
- Units will no longer train over level 10 if they were assigned to a barracks by dropping
- Fixed an issue where the fortify ritual would not correctly fortify walls
- Fixed an issue where the unlockables screen did not visualise if subitems are unlocked
- Fixed an issue where the unlockables screen would show top category items as unlocked even if there were locked subitems
- Fixed an issue where dropping lots of units at once could cause the UI to cease functioning
- Fixed an issue which caused the Sanctuary to incorrectly display the efficiency of it’s props
- Fixed a visual issue where defence shields would not show when a rampart was damaged
- Energy bill balanced
- Fixed an issue with imprisoned units tooltips where multiple sets of information would display at once
- Fixed an issue where the minimap would load in after a few seconds of the level
- Fixed a bug where sacrificing workers would randomly unlock 0, 50 or 100 mana as opposed to 50 consistently
- Fixed Juggernauts assigned to the wrong unit group by default
- Fixed a bug where status alert tooltips would not update correctly
- Fixed a bug where obey would not be castable at correct mana values if the player owned a mana shrine
- Fixed a bug where prisoners dropped into the spitroast cannon would float forver above the cannon
- Fixed a bug where the Camera would jump too far if micro-stutter occurs while panning
- Fixed a bug where in the event of a player not constructing a lair on level 12 all the player’s units would suicide to reach Draven’s lair
- Fixed incorrect description for the Wooden Door
- Fixed a typo in the description for besiege
- Fixed a bug where the launcher splash screen would cut off the WFTO image
- The manufacturing shrine will now correctly stop playing it’s working animation when not producing defence parts
- Fixed a highlighting bug on the spirit chamber props
- Fixed a bug where fighters in the arena would die after loading a save regardless of arena mode
- Fixed a bug where fighters in the arena would be instantly moved from the arena upon loading a save file
- Fixed a pathfinding issue where units would attempt to move into the arena even after being moved out
- Fixed a UI issue where units would be displayed as both level 1 and their correct level in the creatures UI
- Fixed a few issues with specific VFX not triggering at the correct time
- Fixed a small number of mistmatching textures
- Fixed a bug where unlockable themes would not unlock without owning the Founder’s DLC
Cool, game gets more and more awesome! Time to try some multiplayer on the weekend 🙂
Wait, hold up… Belmorne’s Pass has a gold shrine? I thought it didn’t have one.
Instead of delivering the news letters that comes every next week, you release a patches every promised week.
I gues that’s a win in my book. Still curious about that 39948 paged newsletter…. XD
Great patch bytheway! 🙂