Patch 1.2 “Tipping the Scales” Release Notes

Patch 1.2 Carousel

Patch 1.2 – “Tipping the Scales” Release Notes

 

Unlocks & Unlockables Screen

We’ve introduced a new set of unlockables to the game known as “worker skins”, worker skins can be selected independently from themes in skirmish & multiplayer modes. The first new worker skin the “Blazing worker” is now available to players who have completed the campaign speed run achievements and we’ll be adding additional worker skins in the future.

See this post for more details.

  • Unlockables screen added to the main menu (under ‘Extras’) which tracks progress towards various unlockable items in the game
  • Blazing worker unlock added for completing all timed level achievements
  • Korvek theme & worker now unlocked by completing all Skirmish achievements (instead of timed level achievements)

 

UI Changes

  • Bosses now have special unit shield decals (different versions for Empire and Underlord bosses)
  • Tooltips for several UI elements have been updated to show mana locking potential and cost
  • Items in each tab are now ordered by cost (population cost for units, mana cost for spells, work cost for rituals, gold cost for everything else)
  • You can now select a worker skin independently from your dungeon theme in skirmish and multiplayer
  • Hotkeys have now been grouped into categories
  • Hotkeys added for recalling Warbands ( Alt+ Number)
  • Hotkeys added for tilting camera (Ins + Del)
  • Hotkey added for sell (X)
  • Several improvements to combat alerts
  • It is no longer possible to adjust language settings while in-game as doing so will forcefully quit the level
  • Ctrl+clicking on the unit panel with a spell will attempt to cast a spell on all units of that type
  • Shift+clicking on the unit panel with a spell will attempt to cast a spell on 5 units of that type

 

Level Changes

  • Added 3 new multiplayer & skirmish maps
    • ‘Magma Chamber’, a 2 player map by Beneather
    • ‘Styx’, a 2 player map by Nutter
    • ‘Hunting Grounds’, a 4 player map by Nutter
  • Updated Awakening (level 1)  with additional gold so the ‘A Real Keeper’ is still achievable with the increased room costs
  • The unit counter on Belmorne’s Pass (level 9)  now correctly starts at 0 and counts up
  • It is now possible to reset your home realm via the “Reset home realm” option on the pause menu

 

AI Changes

  • Improved unit pathfinding accuracy at low frame rates
  • Units will now check for nearby enemies when dropped, if enemies are nearby they will ignore the flag for up to 45 seconds, if no enemies are nearby at 15 second intervals they will once again begin to rally toward the flag
  • Beastmasters will no longer collect Beasts for training if they are following a Rally flag

 

Visual Changes

We’re introducing some significant visual changes to the game to provide better feedback to the player and to update some of the older assets in the game to higher quality new assets.

See this post for more details.

  • Objects held in the cursor now float and bob around with some cloudy VFX instead of remaining static
  • New props added to the Barracks
  • VFX added to the Construction and Assembly rituals
  • VFX added to the Besiege ritual
  • Sovereign Core has received a small update with some new material details
  • Mira core has received a new death animation
  • Readjusted several VFX timers for spells
  • Added haste condition VFX
  • New artwork added for Hine-Po, the Arcanist boss on level 10
  • New artwork added for The Hand of Kira, the Priestess boss on level 8
  • New artwork added for the Priestess (see above image)
  • New artwork added for the Research Shrine
  • New artwork added for the Manufacturing Shrine
  • The emperor has a new throne upon which he can perch his royal buttocks
  • Impasse and Imp Rally visuals updated to more accurately reflect the area and impact they have
  • Juggernaut, Warden and Eternal now have an animation when working in the Foundry
  • Standard Theme Core animation will now sync up with the lighting effect
  • Updated Beast Den walls
  • Updated Defence death effects
  • Clutter added to the Lair, Prison & Vault
  • Themed chasms, water tiles and lava tiles will now display the appropriate ceiling above them in possession
  • Beating VFX added to the Sovereign theme core
  • VFX added when unclaiming tiles
  • VFX added when unfortifying walls

 

Misc Changes

There’s a handful of smaller miscellaneous changes in Patch 1.2, mostly for quality of life but the stand-out feature is the ability to adjust the game speed.

See this post for more details.

  • It is now possible to adjust the game speed between 50 and 150%
    • Adjustable via a slider on the “Gameplay” options menu
  • It is now easier to drop units onto props
  • After completing the game the credits sequence will automatically play
  • It is no longer possible to spawn workers in the Arena
  • Remove unit needs from all bosses

 

Audio Changes

  • Added audio to most UI interactions
  • Resummoning a rally flag will now use a minor sound effect
  • Alerts for your vault being full are now adaptive, it will occur less often if your vault is regularly full but more often if not
  • Beating SFX added to the sovereign theme core

 

Gameplay & Balance Changes

The major meat of this patch is in the complete balance overhaul, we’ve made major changes across great swathes of the game to better balance out many of the options available to you. Where we felt additional explanation was necessary we’ve added a small comment to the relevant section.

See this post for more details, specifically on walls and props.

General Balance

Payday changes

Payday is receiving a reduction in cost across the board, we’re instead moving more costs onto the use of other aspects, particularly in the lower tiers, which shifts costs onto player actions. We didn’t want to overburden the player with both additional cost on their actions and high dungeon maintenance costs.

  • Base payday wage reduced from 250 gold to 100 gold
  • Wage increase per level reduced from 15% to 10%

 

Population changes

We’ve reduced the total number of units you can attract through each gateway, through this change we’ve placed additional value on the units you already have by reducing the total numbers available to you. This should also help reduce the scale of combat to a more managable size and introduce a small amount of additional challenge in campaign levels.

  • Base population decreased from 55 to 35
  • Population from Gateways decreased from 40 to 25

 

Dungeon Core

Despite being the most important object in the game the Dungeon Core was entirely too vulnerable. If you could access an enemy Dungeon Core it would be destroyed all too quickly, with these changes Dungeon Cores should now survive long enough in combat for you to do something about it.

  • Now takes 66% reduced damage
    • This also impacts damage redirected to the Eternal
  • Health regen increased from 50/s to 55/s
    • Now regens from empty to full in 3 minutes

 

Misc

  • Research in Skirmish & MP is now 35% slower
  • Additional work speed that units gain per level increased from 5% to 10%
  • Slap efficiency bonus increased from 40% to 50%
  • Defence Parts can now be used to heal defences (this is half as effective as using the Forge spell)

 

Prop Efficiency From Walls

A long requested feature, we’ve implemented a new mechanic which allows you to increase the efficiency of your rooms by supporting them with reinforced walls. These boosts are focussed on props instead of the whole room as this allows additional depth and strategic decision making to be introduced into this mechanic.

  • Most props now gain efficiency from nearby fortified walls
    • Every wall in range adds 8.5% efficiency
    • There’s a cap of 150% efficiency (which requires 6 walls)
    • All fortified & impenetrable walls in a 2 tile range (including diagonal) count
    • A small indicator is visible above props when hovering over them to show how many walls are buffing them – a full 6 slices indicates a fully efficient prop
  • The following rooms gain the bonus:
    • Archive
    • Foundry
    • Sanctuary (efficiency isn’t displayed on props for technical reasons, instead an average is shown on the central altar prop)
    • Alchemy Lab
    • Slaughterpen (increases micropiglet spawning speed)
    • Tavern (on tables only, increases gold generation)
    • Spirit Chamber
    • Torture Chamber
    • Barracks
  • All props that benefit from efficiency now have a shield showing how effective that prop is

 

Explosives and Block Health

The state of the Dungeon Defence has been in question since shortly after release, we felt that we may have gone too far in limiting defender advantage to the point where it was no longer a viable strategy to defend. With the effectiveness various tools for attacking completely outstripping their defensive counterparts. There are several intricate changes we’ve made to restore an aspect of defender advantage and better balance “turtle” builds.

Explosives

Explosives have been completely reworked, previously capable of instantly destroying any destructible wall they now instead deal a fixed amount of damage. This means that it’s possible for blocks to stand up to an explosive and introduces additional counterplay into the game. With these changes it’ll be necessary to setup multiple Underminers to breach through a dungeon wall.

  • Explosives no longer instantly destroy walls and instead deal a set amount of damage
  • Blocks hit by explosives play the ‘block destroyed’ VFX even if they are not destroyed (to give some feedback of them taking damage)
  • Garrison aura reduces explosive damage (and all other damage) by 50%
  • Underminer now deals 125 damage to any block it hits and the damage doesn’t penetrate through blocks that are not destroyed
  • Hellfire potion now deal 300 damage to any block it hits
  • Brimstone now deals 3000 damage to any block it hits
  • Unlike workers, explosives deal the same amount of damage to fortified and unfortified walls

 

Workers

We’ve reduced the effectiveness of workers when used for attacking dungeons and simultaneously increased the ability to repair walls. This now makes it impossible to breach a dungeon with workers when it is actively being repaired unless you boost your workers with other methods such as slaps, obey, besiege ritual or siege shrines.

  • Worker damage to enemy fortified walls decreased from 0.15/s to 0.1/s
  • Worker repair speed to walls under attack increased from 0.1/s to 0.125/s
  • Besiege now increases worker damage to enemy walls by 2500% (up from 100%) for 30s (up from 20s)
  • Siege Shrines now increase worker damage to enemy walls by 1000% (up from 100%)

 

Block Health

We’ve increased the fortified health of many of the blocks across the game, making them more difficult to breach and tying them into the new explosive changes. A knowledge of the type of block you’re fortifying and utilising the correct blocks will help to establish strong points on maps.

  • Earth has 100 health unfortified, 300 health fortified (up from 200)
  • Sand has 25 health unfortified, 75 health fortified (up from 50)
  • Stone has 200 health unfortified (down from 300), 600 health fortified
  • Brimstone has 100 health unfortified, 125 health fortified
  • Augrum Wall has 250 health unfortified (down from 300), 750 health fortified (up from 600)
  • Glacial Wall (from the Glacial Door) has 250 health unfortified (down from 300), 750 health fortified (up from 600)

 

Units

Beastmaster

We’ve wanted to position the Beastmaster as a better support for his beasts, he’s received several buffs across the board with a higher movement speed allowing him to keep up with his beasts, higher health and damage to make him more effective in combat and a huge increase to his passive damage reduction against beasts.

  • Movement speed increased from 6 to 7
  • Health increased from 1000 to 1600
  • Damage resistance to Beasts increased from 35% to 65%
  • Basic attack damage increased from 65 to 85
  • Basic attack cooldown decreased from 2.5s to 2s

 

Archon

The Archon has an extremely prominent impact on the game, more so than the other Titans. With a new cooldown introduced on his wraith summon ability he can no longer turn the tide of an entire battle by resurrecting every fallen unit on the side of the Archon.

  • Wraith summon cooldown increased from 0s to 3s
  • Health decreased from 7500 to 7000
  • Movement speed increased from 5 to 6
  • Work speed increased from 100 to 350

 

Bafu

  • Basic attack damage increased from 90 to 125
  • Basic attack cooldown decreased from 1.4s to 1.3s

 

Ember Demon

The Ember Demon was not performing his role as an effective siege unit, we’ve introduced additional damage resistance against defences while buffing his own damage against them. We’ve also increased the damage he takes from the Bone Chiller’s active ability to ensure that meaningful counter play still exists.

  • Health increased from 1000 to 1500
  • Now takes 50% decreased damage from defences
  • Now deals 250% damage to defences (up from 200%)
  • Now takes 300% damage from ice (just Bone Chiller) instead of 150%
  • No longer immune to stuns

 

Huntress

  • Bola Shot damage increased from 75 to 125
  • Bola Shot stun duration increased from 2s to 4s
  • Movement speed increased from 5 to 6
  • Health increased from 1000 to 1300

 

Vampire

Your vampire is always angry, being in combat left him without his blood reserves was making him more angry. We wanted to make him less angry, he now gets blood from attacking people and this makes him happy. He also indulges in some light entertainment by watching the suffering of others. We live to please.

  • Added new passive ability ‘Bloodthirsty’ which grants him a small amount of blood every time he attacks
  • Now works in the Torture Chamber when it’s bored
  • Now spectates at the Arena when it’s bored
  • Work speed increased from 100 to 200

 

Witch Doctor

Witch Doctors are perhaps among the best healers in the game but we felt their impact was going unnoticed, especially amongst the huge amounts of damage flying around in the game. Hopefully with these changes we’ll never see the question “What exactly does the Witch Doctor do?” again.

  • Renewing Chant heal amount increased from 30 to 50
  • Renewing Chant heal multiplier increased from 10% to 20%
  • Renewing Chant heal multiplier cap decreased from infinity to 200%
  • Renewing Chant heal multiplier duration increased from 2 seconds to 3 seconds
  • Work speed increased from 100 to 150

 

Oculus

  • Petrify stun duration decreased from 3 seconds to 2 seconds
  • Basic Attack damage increased from 75 to 85

 

Spirit

  • Duration increased to 300s~ from 180s~
  • Movement speed increased from 9 to 10

 

Frost Weaver

Frost Weavers much like their counter part the Ember Demon weren’t fitting well into their role as a living defence. 

  • Now ignores all rally flags
  • Basic attack damage increased from 100 to 175
  • Basic attack cooldown decreased from 3s to 2.5s
  • Basic attack range reduced from 3 tiles to 0.5 tiles
  • Increased movement speed from 3.5 to 4
  • Meltdown self-damage decreased from 150/s to 100/s (now lasts 90 seconds)
  • Removed Frost Nova (immobilize) ability

 

Skarg

  • Decreased health from 1400 to 1200

 

Behemoth

  • Now brings other Beasts to the Arena to fight when it’s bored

 

Necromancer

Previously Ghouls who lost their Necromancer via sacking would hold a protest for what they see as unfair dismissal. We fixed that.

  • Ghouls will now despawn if a Necromancer is thrown down a Gateway
  • Work speed increased from 100 to 150

 

Augre

  • Work speed increased from 120 to 150

 

Juggernaut

  • Work speed increased from 100 to 150

 

Matriarch

  • Work speed increased from 100 to 150

 

Eternal

  • Work speed increased from 100 to 350

 

Arcanist

  • Work speed increased from 100 to 200

 

Shrines

Manufacturing Shrine

  • Completely new artwork (mesh, animation & VFX) added

 

Research Shrine

  • Research speed for the occupying unit increased from 300% to 500%
  • Completely new artwork (mesh, animation & VFX) added

 

Gold Shrine

  • VFX now only plays when the shrine is turned on

 

Siege Shrine

With the new defensive changes the siege shrine has received a significant buff to ensure that it’s role in breaching dungeons is not left in the dust.

  • Enemy wall dig speed bonus increased from 100% to 1000%

 

Mana Shrine

  • Mana discount on spells increased from 30% to 50%

 

Rooms

Lair

  • New lighting clutter added
  • Gold cost increased from 100 to 200

 

Slaughterpen

  • Gold cost increased from 100 to 200

 

Vault

  • New lighting clutter added

 

Archive

  • Gold cost increased from 200 to 300

 

Barracks

  • Completely new prop artwork (mesh, animation & VFX) added
  • Gold cost increased from 200 to 300

 

Tavern

  • Pigs thrown into the Tavern oven will now produce 1.5 meals each instead of 3 meals each
  • Gold cost increased from 250 to 300

 

Beast Den

  • Gold cost increased from 300 to 400

 

Foundry

  • Defence part production cost increased from 1500 to 2500
  • Gold cost increased from 300 to 400

 

Alchemy Lab

  • Base brew time for all potions increased from 30s to 60s

 

Stone Bridge

  • Gold cost increased from 400 to 500

 

Sanctuary

  • Gold cost increased from 400 to 500

 

Crypt

  • Toggle prop now has VFX to signal that Ghoul summoning is active

 

Prison

  • New lighting clutter added
  • Increased unit capacity per inner tile from 0.66 to 1

 

Arena

  • Units training in the Arena now gain XP 100% faster than normal
  • Corpses are now removed so they can be used in the Crypt
  • Increased unit capacity per inner tile from 0.66 to 1
  • Gold cost decreased from 750 to 500

 

Garrison

  • Wall damage reduction increased from 25% to 50% (includes explosives)

 

Spirit Chamber

  • Decreased XP per second from 200 to 100
  • Decreased gold cost per XP from 0.75 to 0.5
  • Speed is now impacted by the Prop and Witch Doctor’s work speed & efficiency

 

Torture Chamber

  • Time taken to torture units now scales with their level and population usage

 

Defences

Blade Lotus

  • Gold cost increased from 800 to 1000

 

Wooden Door

  • Health increased from 2000 to 2500

 

Bombard

  • Now takes damage from Overdrive even if it has a Rampart

 

Rampart

  • Gold cost increased from 1000 to 1500
  • Part cost decreased from 5 to 3
  • Health increased from 3500 to 4000

 

Bone Chiller

  • Active ability updated:
    • 2.5 tile range
    • Deals 40 damage
    • Stuns for 2 seconds
    • Reduces damage output by 95% for 2 seconds
    • Deals triple damage to Ember Demons
  • Passive slow increased from 45% to 75%
  • Range reduced from 4 tiles to 2.5 tiles
  • Gold cost increased from 2000 to 2500
  • Part cost decreased from 6 to 4
  • Health increased from 1500 to 2000

 

Portcullis

  • Part cost decreased from 6 to 4
  • Health increased from 3500 to 4000

 

Gargoyle

  • No longer drains mana whilst firing
  • Mana lock increased from 0 to 20
  • Part cost decreased from 6 to 5

 

Midas’ Door

  • Part cost decreased from 8 to 5
  • Health increased from 750 to 1000

 

Augrum Wall

  • Can no longer be built on unclaimed tiles
  • Gold cost increased from 2500 to 3500
  • Part cost increased from 3 to 5
  • Capsule health decreased from 500 to 100
  • Capsule activation time increased from 5s to 15s
  • Fortified Augrum Wall health increased from 600 to 750
  • Unfortified Augrum Wall health reduced from 300 to 250
  • No longer resistant to explosives

 

Well of Souls

  • Cost of summoning a Ghoul increased from 200 damage to 500 damage
  • Range reduced from 4 tiles to 2.5 tiles
  • Gold cost increased from 2000 to 7500
  • Mana lock increased from 25 to 50
  • Part cost increased from 5 to 7
  • Health increased from 4000 to 7500

 

Glacial Door

  • Fortified Glacial Wall health increased from 600 to 750
  • Unfortified Glacial Wall health reduced from 300 to 250
  • Glacial Wall is no longer resistant to explosives
  • No longer converts Brimstone into Glacial Wall
  • Gold cost increased from 6500 to 7500
  • Mana lock decreased from 10 to 0
  • Part cost increased from 2 to 7

 

Ballista

  • Damage increased from 50 to 100
  • Cooldown increased from 2.5s to 3s

 

Constructs

All

  • Build speed increased by 5x (health & build time of all constructs has been adjusted to compensate)

 

Replacement Earth

  • Capsule activation time increased from 2.5s to 5s
  • Capsule now takes 1000% increased damage from all sources
  • Health & build time increased from 150 to 1000

 

Warding Totem

  • Reveal time after death decreased from 60s to 15s
  • Mana cost decreased from 15 to 0
  • Health & build time increased from 100 to 500

 

Underminer

  • Now deals 125 damage to blocks instead of instantly destroying them
  • If a block is not destroyed, it will protect any blocks behind it from the blast
  • Will instantly detonate if hit by another explosive (Underminer, Hellfire, Brimstone)
  • Gold cost decreased from 3000 to 1500
  • Health & build time increased from 100 to 1000

 

Outpost

  • Now remains in place after being built and will re-claim any tile in the 3×3 area that gets unclaimed until it is destroyed or sold
  • Can now be placed on claimed tiles
  • Gold cost decreased from 5000 to 2500
  • Health & build time increased from 500 to 2500

 

Gold Vortex

  • Gold cost decreased from 2500 to 1500
  • Health & build time increased from 500 to 2500

 

Ember Rift

  • Health & build time increased from 1000 to 7500

 

Spells

Possession

  • Basic attack is now selected by default when entering possession
  • You can now create a raid in Possession, allowing you to recruit minions to follow you
    • By default you can add a unit to a warband using ability 2 in possession
    • Ability 3 will remove units from the warband
    • A small UI element has been added above the minimap to track the units in your warband

 

Summon Worker

  • Mana cost decreased from 100 to 50 (locked mana is still 50)

 

Worker Rally

  • Can now be used on top of blocks instead of just ground tiles
  • New VFX added that accurately shows the 5×5 area

 

Impasse

  • New VFX added

 

Annex

  • Mana cost decreased from 150 to 50

 

Lightning

  • Mana cost decreased from 200 to 100
  • Damage decreased from 450 to 175
  • Stun duration decreased from 2s to 1.5s

 

Obey

  • Removed recovery time & unit need crash after expiration
  • Efficiency buff decreased from 250% to 200%
  • Added a 2.5s duration during which it cannot be recast on the same unit
  • Superseded by Work-a-lot

 

Volcanic Bridge

  • Mana cost decreased from 200 to 100

 

Enrage

  • Duration increased from 15s to 20s
  • Removed recovery time after expiration
  • Mana cost decreased from 250 to 200
  • Added a 2.5s duration during which it cannot be recast on the same unit

 

Forge

  • Health amount increased from 350 to 500
  • Mana cost decreased from 250 to 200

 

Heal

  • Health amount decreased from 650 to 500
  • Mana cost decreased from 250 to 200

 

Prophecy

  • Mana cost decreased from 250 to 200

 

Blood Money

  • Gold value of statue is now calculated based on unit level and value instead of their health
  • Mana cost decreased from 400 to 100

 

Shockwave

  • Stun duration increased from 1s to 2s
  • Momentum increased from 1800 to 2000
  • Mana cost decreased from 400 to 300

 

Magical Meat

  • Conjured pig duration decreased from 16s to 10s
  • Now fulfills sleep need along with hunger need
  • Mana cost decreased from 450 to 300

 

Rituals

Prospector

  • Vision range increased from 6 to 7

 

Fortify

  • Preparation cost increased from 250 to 300

 

Avarice

  • Gold per mana reduced from 10 to 7.5

 

Summon Vampire

  • Preparation cost decreased from 300 to 100

 

Besiege

  • Enemy wall dig speed buff increased from 200% to 2500%
  • Added a 300% construct summoning speed buff
  • Added a 150% worker movement speed buff
  • VFX added to workers
  • Duration increased from 20s to 30s
  • Preparation cost increased from 450 to 500

 

Overload

  • Removed mana regen cooldown whilst active
  • Removed recovery time upon expiration
  • Preparation cost increased from 450 to 500

 

Uprising

  • Preparation cost increased from 600 to 1500

 

Revelation

  • Preparation cost increased from 900 to 1500

 

Assembly

  • Now summons Defences slower and at a consistent pace (previously this was randomized)
  • Preparation cost increased from 1200 to 2000

 

Construction

  • Now summons Constructs 33% slower
  • Preparation cost increased from 1200 to 2000

 

Potions

All

  • Brew time of all potions increased from 30s to 60s

 

Wisdom Juice

  • XP amount increased from 2000 to 4000
  • Gold cost increased from 1000 to 1250

 

Work-A-Lot

  • Efficiency buff increased from 250% to 500%
  • Duration decreased from 20s to 10s
  • Radius decreased from 3 tiles to 2 tiles
  • Gold cost increased from 1000 to 1250
  • Supersedes Obey

 

Haste

  • Initial speed buff increased from 200% to 300%
  • Duration increased from 30s to 45s
  • Radius decreased from 4 tiles to 2 tiles
  • Gold cost increased from 1250 to 2500

 

Transmutation

  • Gold is now evenly distributed across all valid tiles in the target area, ignoring any tiles that already contain gold
  • Max gold per tile is now 1250
  • Max total gold is now 10000
  • Gold cost increased from 1500 to 2500

 

Spirit Workers

  • Gold cost reduced from 2000 to 1250

 

Quick Freeze

  • Duration decreased from 15s to 7.5s

 

Frost Weaver

  • Gold cost increased from 4500 to 5000

 

Hellfire

  • Now deals 300 damage to blocks instead of instantly destroying them
  • Gold cost decreased from 7500 to 5000

 

Wormhole

  • VFX added to units on landing
  • Radius decreased from 4 tiles to 1.5 tiles
  • Gold cost decreased from 10000 to 7500

 

Bug Fixes

  • Many under-the-hood changes to fix various underlying issues
  • Skirmish AI will no longer attempt to rebuild on tiles it doesn’t own
  • Blood money statues are no longer added to a faction’s population when the game is saved and loaded
  • Fixed a bug where it was possible to play campaign level 9 immediately after resetting the campaign
  • Fixed a bug where Blood Monied units would die on a reload
  • Fixed a bug where the Beastmaster would not fight with beasts
  • Fixed some issues with the interplay between clutter and fog of war
  • Fixed a couple of issues where Unit shields would not display at correct height
  • Fixed several errors when playing as client in Multiplayer
  • Siege shrines now show up correctly in the shrines tab when captured
  • Fixed an issue where unit shields did not show correctly over Underlord Mira’s doors
  • Fixed an issue where Titan unlocks would not be greyed out after a reload
  • Fixed several issues with the tavern tables on Level 3
  • Fixed an issue where payday was not working correctly on clients in multiplayer
  • Volumes should no longer reset after loading a new map
  • You can no longer use possession to have multiple units working one prop
  • Fixed several issues with the intro dialogues on Level 7
  • Fixed a visual issue with Rhaskos core & Founder’s core
  • Fixed an issue where raid groups (Ghouls with Necros, Beasts with Beastmasters) would sometimes disappear after a reload
  • Fixed a broken material for corrupt empire units
  • Fixed a visually broken highguard statue found in Level 9
  • Fixed an issue where units were not fighting in the arena
  • Fixed a bug where units would grow exponentially large when grabbed
  • It is now possible to build rooms when ally units are on the tile
  • Fixed a crash that occurs when the Arena is sold by a player in multiplayer matches
  • Fixed an issue where defences that blocked walkability would completely break the walkability of a tile after a reload
  • Fixed an issue where tiles would update under Fog of War, this should herald a small performance boost
  • Fixed an issue where Gargoyles were not firing correctly in multiplayer
  • Siege doors will no longer play their death animation in an incorrect rotation
  • Fixed an exploit where it was possible to bypass physics in posession mode
  • The fortify ritual will now correctly apply in all cases, even to isolated regions of your dungeon
  • Fixed an issue where the Mana shrine would be placed in a level at the incorrect height
  • Fixed an issue where options changed while in-game would not be saved
  • Fixed a visual bug with the Evil Arcane wall mesh
  • Fixed patch notes being too long
  • Fixed a visual bug where the Gold vortex would not correctly play it’s open VFX
  • Fixed a bug where the Artefact of workers did not spawn two spirit workers
  • Fixed a bug where the despawn VFX for worker rally & impasse would not play
  • Seriously we are on 17 pages now
  • Fixed a bug where brewing times in the Alchemy Lab would be incorrect
  • Flags should now be correctly visible under appropriate conditions in Multiplayer
  • Fixed an issue where units could leave the Arena and attack other units
  • Fixed a bug where the visual state of a shrine was not visible to clients in Multiplayer
  • Fixed a visual issue where the recall VFX was not correctly team coloured
  • Removed health sheilds from indestructible objects
  • Fixed corrupted Priestess being super saiyan
  • Fixed an underlying issue that made some units easier to kill than they should be
  • Fixed a rare issue that would prevent save games from loading
  • Fixed a bug where the Gold shrine would continue to play it’s active VFX even when disabled
  • Fixed a visual bug where Rhaskos theme’s core base and floor tile were not matching
  • Fixed a bug where corpses would not be removed from the Arena
  • Fixed a bug where the Garrison’s state would not carry over in a save
  • Fixed a bug on level 9 where the unit counter started higher than 0, making it difficult to attract units
  • The arena will no longer leave some enemies alive in rare circumstances
  • Fixed a bug where the Spirit chamber pedestals would not move
  • Fixed a bug where the natural bridge did not tile correctly
  • Several fixes to ceiling generation in possession
  • Fixed the ‘Stay a While and Listen’ achievement not awarding correctly
  • Fixed an issue to do with mana cost calculations after a Mana Shrine is lost
  • Fixed imprisoned units on certain levels ignoring their needs forever
  • Fixed Torture progress being reset if the room is claimed
  • AoE abilities used inside the Arena will no longer hit units outside the Arena (and vice versa)
7 Comments
  1. Really impressive update! Great work. I can’t wait to get into the game and see what’s new. Now go celebrate!

    • Celebrate? We still have work to do!

  2. What a patch!
    Thx for the hard work 🙂

  3. Awesome job guys, can’t wait to see what’s going on now. I really like the dungeon core upgrade, it was too easy to destroy.

  4. Hi (this is a repost from another thread, but I really want you to read this 🙂 )

    Great work guys! I’ve just recently bought the game and I’m very happy that you keep ironing things out so quickly.

    I have just one request – could you provide other date format options (especially for saved games) cause the American one (mm/dd/yyyy) is so confusing for people form Europe… and the rest of the world I guess 🙂 I’d be happy even with just the ISO one as an alternative (yyyy.mm.dd HH:mm – where HH is 24 hour clock).

  5. Thanks a lot guys! You are making huge progress with the game. Its so much better then a couple of months ago. Only issue i have now is that how longer i play the game, how slower it gets. Is this something you recognize? Keep up the good work!!!