Latest Updates
Patch 1.4.1 – 17th of June 2016
New & Updated Features
New: Dynamic Tutorial System
- A brand new Dynamic Tutorial System has been added to the game introducing game elements to the player via short voice-over tips
- The game elements covered include:
- Rooms
- Spells
- Defences
- Constructs
- Potions
- Units
- Terrain
- And more …
- You can select different levels of tutorial if you don’t feel like you need to be introduced to everything:
- Everything: Everything is played
- Standard (default): Everything not introduced in the main campaign is played
- Advanced: Most things from standard with a few obvious things taken out
- Heart of Gold only: Only new Heart of Gold content is played
- None: Nothing is played
- Most of these tutorials are triggered by selecting the item from the UI, but some have different triggers – all should be pretty natural and just happen when they should
- Once the voice tutorial triggers for an item it will check it off and not trigger it again
- Playing through the campaign will check off any items that are introduced in those levels
- The system can be reset in the options screen causing all tutorials to play again
- The tutorials can also be accessed on the debrief screens of campaign levels (more info below)
- The tutorials can also be accessed using the new help button (more info below)
New: Help Button
- A new help button has been added to the right of the minimap – clicking on it will add the help tool to your cursor
- With the help tool equipped, clicking on almost any game element (in the game world or on the UI) will play a short voice tutorial (from the new Dynamic Tutorial System) and display its tooltip
- Using the help button on units will also display detailed stats and ability information
New: Target Projectors
- All spells and potions now have in-world target projectors when using them
- All defences now have in-world target projectors when placing or mousing over them
- Single-target spells and actions have also been improved with better feedback
New: Peaceband
- You can now assign units to a special “Peaceband”, causing them to ignore all Rally flags and remain working in your dungeon
- The Peaceband behaves like other groups – you can add and remove units or completely disband the group if you wish
Mostly New: Unit Voices
- Most units now have unique voices
- Units play voices around the dungeon far more often
- Units now play battle cries and grunts in combat far more often
- The Cultist is still not aware who Brian is
Mostly New: Debrief Screen
- Debrief screen now displays all locked and unlocked achievements for the level
- Debrief screen now displays all newly introduced Aspects, units, terrain, etc. from the level, including voice-over from the Dynamic Tutorial System
- Debrief screen now has a replay button to replay the level
- Briefing screen also displays Achievements if the level has already been completed
Updated: Unit Behaviour
- Units will occasionally stop and chat to each other, which can result in some rather strange conversations …
- Units now move slower around your dungeon if there are no urgent tasks, and move faster towards Rally flags and when in combat
- Units still move at max speed if their target destination is very far away
- Intelligent units will now place a bed before any other action, including following a Rally flag, so they can be rescued if knocked out
- Units have switched from Apple Maps to Google Maps and are now significantly better at finding their way home after a battle
Updated: Combat
- Units now remain mostly stationary when fighting
- Units now spread across multiple enemy targets more effectively
- Stunned and immobilised units can no longer be knocked back
- Most units have had additional VFX added to their abilities
- Many units have had additional SFX added to their abilities
- Units now play battle cries and grunts in combat far more often
- Various improvements to combat behaviour
- Various improvements to fleeing behaviour
Updated: Worker Behaviour
- Now prioritise rescuing higher level units over lower level ones, since higher level ones can afford better health insurance
- Now prioritise claiming tiles which make further claimable tiles available (such as room entrances)
- Minor tweaks to task priorities
Updated: Skirmish AI
- Build order adjusted to account for recent balance changes
- Now use all Titans instead of just the Behemoth
- Now tries to build Slaughterpens and Taverns in close proximity
- No longer builds Taverns smaller than 3×5
- Now uses Artefacts
- Bigger Skirmish AI improvements are coming in the next major update
Updated: Minimap
- Neutral units, Gateways, shrines and rooms now cycle through a fabulous rainbow of colours on the minimap
- Adjusted the colour of all minimap tiles to increase the contrast between the player and certain tile types
- Gold density is now represented on the minimap by different intensities of the gold colour
- Added a new overlay to the minimap to make it feel more earthy
Updated: Unit, Prop and Defence Shields
- The design, size, colour, and transparency of shields has been tweaked to be far less imposing on the screen
- Workers now display the progress on their current task around their shield
- Shields will now deplete clockwise from the top
- Shields now deplete in 100 small steps instead of 8 large steps, making the amount of damage a unit is taking clearer
- Miniboss units, such as the Vampire, Highguard and Vanguard, now have a second ring of health petals
- Adjusted shield height for several units so they do not clip with the character model
- Added options for scaling and disabling shields
- Neutral unit shields now cycle through a fabulous rainbow of colours on the minimap
Updated: Map Editor
- New tiles added:
- Lava chasm
- Lava fall and lava chasm fall (both are needed to create a full lava fall)
- Blood
- Several unique Granite Bridges from the campaign
- Several unique chasm tilesets from the campaign
- Several unique water and lava tilesets from the campaign
- Overworld Gateways now have a “destructible” toggle in the Map Editor
Updated: Alerts
- Many, many new alerts have been added or expanded upon, including:
- Neutral unit alerts
- Ritual alerts
- Combat alerts
- Room size alerts
- Many status icons have improved visuals
- Similar voice alerts will now suppress for a short time if played too frequently
UI Changes
In-Game UI
- Added a new payday overlay that visualises the amount of gold owed on payday
- You can now right click on Gateways and Beast Gateways to toggle spawning specific types of units
- Right clicking on construct and defence icons will now zoom to any instances of those constructs and defences in your dungeon
- It is now possible to remove Workers by dropping them on the Dungeon Core icon
- All Aspects now have pretty higher-resolution icons
- Right clicking the icon for an in-progress potion will now cancel it
- Clicking on the population alert icon will cycle between Gateways
- Creating a new Warband will immediately put the add-to-Warband spell in the hand
- The Potion tab now shows stored potion count in red if all Cauldrons are full
- The Potion and Ritual tabs now display a warning if the player has no Alchemy Lab or Sanctuary
- Prison and Arena tooltips now warn the player if they are too small to be used
Options
- Added a HUD scale option to the settings (50% to 150%)
- Added a Map Editor Zoom option to the settings with a significantly higher maximum
- Increased max zoom for normal gameplay
- Added an option for switching the default Hand of Evil model for owners of Heart of Gold
- Added options for scaling and disabling unit, prop and defence shields
- Added a minimap click mode, allowing you to toggle between “pan to target” and “jump to target” when clicking on the minimap
- Added options for the new Dynamic Tutorial System (described above)
Menus
- A new Campaign switcher has been added to toggle between the Heart of Gold campaign and the original campaign
- Violet and White have been removed from the random colour pool in Multiplayer and Skirmish
- The Multiplayer lobby list now displays the host’s username instead of their IP address
- “Restart Level” button added to pause menu in all single-player modes
- Added confirmation dialogues for all actions that would quit the level
- Load and Save categories are now listed in the same order on all menus
Main Campaign Improvements
All Levels
- Player now starts with 5 additional Workers in every level
- Screen now claps to black at the end of every level
- The narrator will remind the player if there are new Aspects available to unlock in the level
1 – Awakening
- Possession objective is now optional
- Prop efficiency is now explained
- Worker abilities are now explained
2 – Welcome to Kairos
- Unclaim spell now available
- Improved Tavern intro to explain new mechanics
- Player is now told that mining enemy walls takes a long time if they attempt to do so
- Unconscious unit rescue is now explained
3 – The Breach
- The Prophecy optional objective now has voice-over
- Summoning and dismissing additional Workers is now explained
- The Impasse tutorial has been updated and improved to reflect changed mechanics
- Improved the Blade Lotus toggle tutorial
4 – Shades of Grey
- Marcus is now more powerful and his army is stronger
- Adjusted some Artefacts
5 – The Rear Guard
- The Shifting Bond ritual now takes roughly 33% more time to complete
- Additional Cultists spawn throughout the level to ensure there are enough to complete the ritual
- The Quick Freeze potion tutorial has been improved
- The boss and his party are now much stronger and harder to defeat
- The player now starts with several Artefacts of Sin in Rhaskos’ Archive
- Improved ending cutscene
6 – Behind Enemy Lines
- The boss and his party are now much stronger and harder to defeat
- The UI no longer locks during the Beast Den Upgrade sequence
- Gold Vortex is now available on this level, moved from level 7
- Annex no longer available, moved to level 11
- Adjusted some Artefacts
7 – Heart Attack
- UI no longer locks for the Garrison and Arena unlocks
- Several new Aspects that were automatically unlocked are no longer automatically unlocked
- Gold Vortex moved to level 7
- Wormhole is no longer available, moved to level 11
- Voice-over slowed down so it continues playing further into the level
8 – Desecration
- No changes
9 – Belmorne’s Pass
- Hellfire no longer available, moved to level 11
- Removed the Frost Weaver intro (replaced by the Dynamic Tutorial System)
10 – The Kenos
- Improved ending cutscene
11 – Desperate Power
- Mira will be less aggressive
- Added a Titan tutorial
- Annex now available on this level, moved from level 6
- Wormhole now available on this level, moved from level 7
- Hellfire now available on this level, moved from level 9
- Titans now available on this level, moved from level 12
- Voice-over slowed down so it continues playing further into the level
12 – Subjugation
- Draven will now attack later
- Korvek will expand less
- Titans moved to level 11
13 – Equilibrium
- Bridge winches have new VFX to make them more visible
New Skirmish & Multiplayer Maps
Caldera
- 2 player
- By Andrew “Nutter” Jaggar
- The collapsed mouth of Pompous Mons rages and blasphemes against intruders. You must somehow find a way to cross and vanquish your opponent.
Lavafall
- 2 player
- By Andrew “Nutter” Jaggar
- Someone was careless enough to leave an almighty artefact in centre of this lava lake. If you survive the narrow causeway, hope you don’t meet the same end as whoever might have left it there.
Motherlode
- 4 player
- By Andrew “Nutter” Jaggar
- The Heart of Gold transmuted this humdrum cavern of Mount Phaestus into a veritable trove of trinkets and finery. It’s unlikely the hoard can be divided four ways, however.
Ashfell
- 4 player
- By Andrew “Nutter” Jaggar
- The last time Mount Phaestus erupted it buried this prison in fifty feet of volcanic ash. Preserved herein is a despicable prisoner, whom you should unearth and make your loyal servant – that is, if you wish to survive.
Mira’s Fortress
- 2 player
- By Böhser Onkel [AUT]
- Underlord Mira’s ruined fortress, home to her most desired artefacts – it seems she left in a hurry. Reclaim her dungeon and swing the balance of power in your favour.
Fire Chasm
- 4 player
- By Böhser Onkel [AUT]
- Amidst the swamp known as Murkmud, marsh gas ignites to create a realm of noxious fire. You can form an alliance, or go it alone – but ultimately only one dungeon will stand, while the others sink into the swamp.
Desolation
- 4 player
- By Philipp “Fireeye” Giese
- All that is known of the wizards that fought here is that they each wore a different colour of robe, as their kaleidoscopic magic ravaged the realm. Something in the air still conjures up combat, as you and your rivals will attest.
Deepforge Cavern
- 4 player
- By Jan-Kristof “Marados” Blomke
- This volcano-powered foundry yields blades sharp enough to slice even a Colossus in two. Will you be the Underlord to slice this stronghold in two?
Gameplay & Balance
General Gameplay Changes
Wages
- Base unit wage increased from 100 to 200
- Wage increase per level increased from 10% to 35%
- To compensate, Tavern gold generation has been tripled
Unit Scaling
- Work speed now increased by 15% per level instead of 10%
- Attack power now increased by 17.5% per level instead of 15%
- Attack speed now increased by 2.5% per level instead of 5%
- Health now increased by 25% per level instead of 7.5%
- Buff and debuff durations no longer scale with attack power
- All unit scaling is multiplicative apart from work speed (which is additive)
- This means that:
- Units now have 745% health at level 10 instead of 155%
- Units now have 472% attack power at level 10 instead of 352%
- Units now have 125% attack speed at level 10 instead of 155%
- Units now have 533% combat effectiveness at level 10 instead of 546% (combination of attack power and attack speed)
- Units now have 235% work speed at level 10 instead of 190%
- Abilities that deal % health damage are now capped at a max of 50 damage per % (to prevent these abilities dealing too much damage to Titans and bosses)
Training
- Many changes have been made to the various sources of XP (Barracks, Arena, Spirit Chamber and Wisdom Juice) – please see details on those below
- Units now require 35% additional XP for each level instead of 15%
- Beast XP per level requirement halved compared to normal units
- Worker XP per level requirement halved compared to normal units
- The new Sentinel unit also has halved XP requirements
Sins
- Base research cost of Sins increased by 15%
- Research cost increase per Sin increased from 15% to 35%
- Mana gained per Sin reduced from 25 to 15
Gold Piles
- Loose gold piles now combine together when dropped
- Loose gold piles now scale in size depending on how much gold they contain
- VFX now play when gold piles are created or removed
Misc
- Units can now carry up to 1 million gold (instead of 3000)
- Bosses no longer display randomized names in their tooltips like other units do
- When claiming a defeated enemy Dungeon Core their territory is now claimed outward from the Core instead of randomly
- Neutral units are now claimed by sight instead of by discovery (so you cannot claim them through walls)
Titan Overhaul & Summoning Stones
All Titans
- All incoming healing is tripled
- Titans are now immune to stuns
- Slapping a Titan 3 times in quick succession will dismiss it
- Titans now cost 3 Sins
- Unlocking a Titan in the Veins of Evil will now create a Summoning Stone
- Summoning Stones appear adjacent to your Core on the tile closest to the centre of the map
- Summoning Stones will exist for 5 minutes, then they will open up and spawn the Titan
- Summoning Stones can be attacked and destroyed
- Titan’s spawn at the % health of the Summoning Stone
Archon
- Health increased from 7000 to 15000
- Basic Attack damage increased from 125 to 400
- Exterminate damage increased from 350 to 500
- Reaper of Souls cooldown decreased from 3 seconds to 0.5 seconds
- Reaper of Souls now uses the target unit’s soul instead of killing them (turning them green and preventing their soul from being used by other abilities)
- New ability Hunger: Heals for 350% of all damage dealt
- VFX has been added to all abilities
Behemoth
- Health increased from 11000 to 15000
- Basic Attack damage increased from 175 to 350
- Basic Attack knockback strength reduced by 40%
- Basic Attack cooldown reduced from 4s to 2s
- Basic Attack duration decreased from 2.5s to 1.75s
- Flame Breath cooldown decreased from 12s to 8s
- Flame Breath base damage increased from 200 to 300
- Damage to defences increased from 150% to 250%
- Damage from defences decreased from 65% to 50%
- Immolation damage no longer increases over time – now a static 75 per second instead of 5-25 per second
- Immolation range reduced from 7.2m (2 tiles) to 4.5m (1.25 tiles)
- Relentless heal percentage per second reduced from 0.17% to 0.075%
- New ability Recuperation: Heals 1% health per second when out of combat
- VFX has been added to all abilities
Eternal
- Health reduced from 16000 to 15000
- Basic Attack damage increased from 350 to 450
- Basic Attack cooldown increased from 2 seconds to 2.5 seconds
- Basic Attack now stuns target for 3 seconds
- Vortex ability reworked to Suspension: Completely freezes all nearby enemies for 5 seconds
- New ability Time Vortex: All nearby enemies move and attack 50% slower
- New ability Timeless: All incoming damage reduced by 50%
- VFX has been added to all abilities
- No longer grants additional mana regeneration
- Core damage reduction reduced from 90% to 80%
New Titan: Colossus
- Absorbs all gold in a 3 tile radius, including gold statues, gold stored in enemy Vaults, and unmined gold in tiles (similar to the Aureate Monolith)
- Any unit that goes unconscious nearby will turn into a gold statue
- Can only be healed with the new spell Gild
Rooms
Context to be added
Alchemy Lab
- Base brew time of all potions decreased from 60s to 45s
Archive
- Research units will now prioritise props with Artefacts on them
Arena
- Gold cost decreased from 500 to 300
- Toggle has been repurposed to an auto-combat toggle, which will enable or disable Beastmasters automatically starting fights
- Friendly units dropped into the Arena will now never be executed
- Prisoners dropped into the Arena will now always be executed
- Happiness bonus from executing prisoners increased by 50%
- XP multiplier decreased from 200% to 100%
- Training in the Arena becomes less effective as units level, down to 50% at level 9 for Beasts and 25% for all other units (similar to Barracks)
- When leaving the Arena, units will heal up to 15% health and have their sleep need increased dramatically so they will automatically go and heal up
- Beastmasters now gain XP when observing fights at the same rate as using the Barracks
Barracks
- Training speed now reduced by 10% per level (so leveling from 9 to 10 is now done at 10% speed)
- Now allows 2 units to train on each prop
- XP per second reduced from 10 to 7.5
Beast Den
- No longer spawns 2 of every Beast regardless of size
- Flat cap on Beast population removed (previously it was 40)
- Beast population cap now increases with the number of tiles on a diminishing scale, with the first tile giving 2 and each subsequent tile giving 5% less than the one before it (this caps out at around 50)
- Base population per tile is increased to 3 when the Beast Den is upgraded
Foundry
- Defence Part production cost increased by 20%
- New VFX for when Defence Parts are created
Garrison
- Defences in the Garrison aura now deal 300% damage
- Defences in the Garrison aura now take 50% less damage
Tavern
- Gold production tripled
- Units gain an immediate happiness bonus from eating in the Tavern
- Intelligent units are now far more dependant on having access to a Tavern
- Tavern need is reduced immediately after a unit spawns and will scale up over its first 5 minutes in your dungeon
- Level 1 units do not require the Tavern (but still gain the benefits from using it)
- Units with a satisfied Tavern need are 25% more efficient
- Ovens can now store up to 100 meals
- Micropiglets are now worth 5 meals instead of 3
- Prisoners dropped in the Oven are now worth 50 meals instead of 9
Lair
- New VFX for bed placement
- Damaged units will now continue sleeping when their sleep need is fulfilled until they are fully healed
Prison
- Friendly Beasts can no longer be imprisoned (you monster)
Sanctuary
- Cooldown between rituals increased from 20s to 30s
Spirit Chamber
- Now grants XP at 25% the rate of before (cost per second is unchanged)
- Now has a toggle in the corner to prevent Witch Doctors from working the props (if you just wish to use Spirits)
- Spirit XP conversion significantly increased – see Spirit section for more
Stone Bridge
- Now displays team colour
Torture Chamber
- Torture speed doubled
- Torture speed for higher level units increased (now 33% at level 10 instead of 10%)
Vault
- New VFX added for gold piles appearing and disappearing
Wooden Bridge
- Now displays team colour
Defences
The goal with the defence changes in this update are to make Sloth a viable choice early game and provide some late-game options for enhancing your defensive line. Most defences are now quicker to build and lock less mana, and the Rampart and Garrison now provide much more effective late-game enhancements.
In addition, the Gargoyle and Bone Chiller have been been given more unique identities – the Gargoyle now has increased range and a stronger debuff, but it no longer slows enemies. Most defences now lock less mana and build faster too. This should lead to more varied defensive line-ups, especially when combined with the reworked Warding Totem and new Aureate Monolith constructs.
Augrum Wall
- Defence Part cost reduced from 5 to 4
- Gold cost reduced from 3500 to 2500
Blade Lotus
- Gold cost increased from 1000 to 1500
- Health reduced from 3000 to 2750
- Mana lock reduced from 10 to 5
- Damage increased from 100 to 120
Bombard
- Defence Part cost reduced from 3 to 2
- Health increased from 1500 to 2000
- Mana lock reduced from 15 to 10
- Damage reduced from 150 to 135
- Cooldown reduced from 5s to 2.75s
- Overdrive self-damage per attack reduced from 50 to 25
Bone Chiller
- Defence Part cost reduced from 4 to 3
- Health increased from 2000 to 2500
- Mana lock reduced from 15 to 10
- Active damage increased from 40 to 50
- Active damage to Ember Demons increased from 120 to 250
Gargoyle
- Defence Part cost reduced from 5 to 3
- Health increased from 1500 to 2000
- Mana lock reduced from 20 to 10
- Range increased from 2 tiles to 4 tiles
- Rotation speed increased by 25%
- No longer glows enemies
- Damage multiplier increased from 30% to 100%
Glacial Door
- Defence Part cost reduced from 7 to 5
- Base health increased from 4000 to 6000
- Max health increased from 10000 to 12000
- Health increase per second whilst closed increased from 20 to 30
Midas Door
- Defence Part cost reduced from 5 to 4
- Damage-to-gold ratio increased from 0.33 to 0.5
Portcullis
- Defence Part cost reduced from 4 to 3
- Health increased from 4000 to 6000
- No longer has an “open” mode, instead has an “auto” mode
- In auto mode, it will be closed to enemies and open automatically when friendly units want to pass through
Rampart
- Defence Part cost increased from 3 to 8
- Gold cost increased from 1500 to 3000
- Health increased from 4000 to 7500
Well of Souls
- Defence Part cost reduced from 7 to 5
- Health reduced from 7500 to 5000
- Now allows Ramparts
- Mana lock reduced from 50 to 30
Wooden Door
- Defence Part cost reduced from 2 to 1
- Health increased from 2500 to 3500
- No longer has an “open” mode, instead has an “auto” mode
- In auto mode, it will be closed to enemies and open automatically when friendly units want to pass through
Constructs
We’ve completely reworked the Warding Totem to make it actually useful – it’s now similar to a certain caged skeleton from an older game, allowing you to keep enemy Workers away from your territory. Also included is some minor cleanup to other constructs, and some balance changes to the Ember Rift.
Ember Rift
- Mana lock reduced from 100 to 75
- Several changes to the Ember Demon (see units section)
Gold Vortex
- Can no longer be manually deactivated by the player
- Gold cost reduced from 2500 to 1000
Replacement Earth
- Gold cost reduced from 1000 to 350
Complete Rework: Warding Totem
- Now scares away enemy Workers in a 3 tile radius and prevents them from claiming it
- No longer provides vision after death
- Vision radius reduced from 8 tiles to 5 tiles
- Health increased from 500 to 1000
- Now locks 10 mana
- Gold cost increased from 1000 to 2000
Potions
Potions in general weren’t being used as much as we’d like, so we’ve reduced the base brew time of all potions by 25% and reduced the gold costs of most potions. We’ve also added some additional effects to the Hellfire, Quick Freeze and Transmutation potions and cleaned up the effects of some others.
All
- Base brew time reduced from 60 seconds to 45 seconds
Frost Weaver
- Gold cost reduced from 5000 to 3500
Haste
- Gold cost reduced from 1250 to 750
Hellfire
- Gold cost reduced from 5000 to 2500
- Now stuns all units hit for 1.5 seconds (including friendlies)
- Now deals a small amount of damage to all units hit (including friendlies)
Quick Freeze
- Now deals a small amount of damage to all units hit (including friendlies)
- Now instantly kills Ember Demons (including friendlies)
Spirit Workers
- Gold cost reduced from 1250 to 750
- Spirit Worker duration doubled
Transmutation
- Gold cost decreased from 2500 to 1500
- Gold per tile reduced from 1500 to 750
- Max gold reduced from 10000 to 6000
- Now creates Fool’s Gold instead of real gold, which cannot be absorbed by the Aureate Monolith or Colossus but is otherwise identical
Wisdom Juice
- Gold cost decreased from 1250 to 750
- XP decreased from 4000 to 2500
Work-A-Lot
- Gold cost decreased from 1250 to 750
Shrines
Most Shrines were a little too strong for our liking so they’ve all received some slight nerfs, apart from the Siege Shrine which was lagging behind – it’s had its effectiveness tuned up to be a bit closer to the effects of the Besiege ritual.
Gold Shrine
- Mine speed reduced from 50% to 20%
- All Workers now mine gold from the Gold Shrine at the same speed regardless of level or efficiency
Mana Shrine
- Spell cost reduction reduced from 50% to 40%
Manufacturing Shrine
- Time per part increased from 5s to 15s
- New VFX for when Defence Parts are created
Overworld Gateway
- Now easier to attract Empire minibosses … but it’s still a secret!
Research Shrine
- Research speed reduced from 500% to 300%
Siege Shrine
- Enemy wall dig speed bonus increased from 1000% to 1500%
Underworld Gateway
- Now animates when spawning units
Spells
Heal, Lightning and Blood Money have received some scaling to coincide with the improved unit scaling. We’ve also nerfed Obey because it was way too ubiquitous, and added some extra effects to Enrage and Magical Meat.
Blood Money
- Per-level scaling gold reward significantly increased
Enrage
- Units that are Enraged will no longer flee combat
Forge
- Mana cost increased from 200 to 250
- Healing increased from 500 + 25% health to 550 + 25% health
- The 25% health is now stronger due to defences having increased health
- Will prioritise healing defences underneath Ramparts before healing Ramparts
Heal
- Base heal amount reduced from 500 to 300
- Now also heals 12.5% of the target’s health (or 1% for bosses and Titans)
- Improved the targeting mechanism: Now an area of effect spell that starts by healing the target closest to the center, then spreads outwards to further targets until all of the heal is expended
Lightning
- Now also deals additional damage equal to 5% of the target’s health (1% for bosses and Titans)
- Stun time increased from 1.5s to 2s
Magical Meat
- Now fulfills the Tavern need but does not grant the bonus happiness that the Tavern does, nor the gold from units using the Tavern
- Can now be used over water
Obey
- Efficiency bonus reduced from 100% to 50%
- Mana cost reduced from 200 to 150
Unclaim
- Can now unclaim shrines and Gateways
Rituals
We’ve increased the cooldown between rituals and the duration of most timed rituals in order to make them more attractive
All
- Cooldown between rituals increased from 20s to 30s
Armageddon
- Casting time cost increased from 3000 to 4600
- Moved to Wrath
Assembly
- Casting time cost increased from 2000 to 4600 (significantly higher jump than other rituals)
- Time between parts increased from 6s to 10s
- Now only applies 5 Defence Parts to each defence (this is enough to complete everything but the Sentinel)
Avarice
- Casting time cost increased from 300 to 2000
- Doubled gold output to a maximum of 22500
- Increased duration to 30 seconds
- Reduced mana drain speed by 33% (a full 1500 mana bar will now take 30 seconds to drain)
Besiege
- Casting time cost increased from 500 to 850
- Worker dig speed multiplier increased from 2500% to 5000%
- Duration increased from 20s to 30s
Construction
- Casting time cost increased from 2000 to 3100
Fortify
- Casting time cost increased from 300 to 550
Overload
- Casting time cost decreased from 500 to 450
- Refills mana instantly to maximum when applied
Prospector
- Casting time cost increased from 100 to 115
- Duration increased from 20s to 30s
Revelation
- Casting time cost decreased from 1500 to 1350
- Duration increased from 20s to 30s
Uprising
- Casting time cost increased from 1500 to 2350
Vampire
- Casting time cost increased from 100 to 150 (still requires 3 sacrifices)
- Several changes to the Vampire (see units section)
Units
Context to be added
Beastmaster
- Savage Roar duration increased from 0 seconds (oops) to 10 seconds
- Savage Roar cooldown decreased from 18 seconds to 15 seconds
Bafu
- Base XP required per level reduced from 1000 to 500
Bard
- Health increased from 1000 to 1500
- Basic attack damage increased from 65 to 150
- Song of Ice and Fire movement speed buff decreased from 50% to 25%
- Song of Ice and Fire attack speed buff increased from 25% to 50%
Crackpot
- Performance Enhancing Substance movement speed buff increased from 0% to 15% (oops)
- Performance Enhancing Substance attack speed buff reduced from 100% to 25%
- Performance Enhancing Substance duration increased from 4s to 7.5s
- Performance Enhancing Substance attack speed buff can now stack 3 times (from different sources)
- Performance Enhancing Substance movement speed buff will not stack
Chunder
- Health increased from 1300 to 1400
- Basic Attack cooldown increased from 2s to 2.5s
- Basic Attack damage decreased from 65 to 60
- Chunder Thunder 15% attack speed debuff removed
- Chunder Thunder 20% damage debuff added
- Chunder Thunder duration increased from 10s to 12.5s
- Chunder Thunder cooldown reduced from 12s to 10s
- Chunder Thunder damage reduced from 55 to 35
- Chunderstorm stun duration increased from 2s to 3.5s
- Chunderstorm cooldown increased from 25s to 30s
- Chunderstorm slow amount increased from 50% to 75%
- Chunderstorm slow duration decreased from 7.5s to 5s
- Chunderstorm damage per second increased from 10 to 25
- Chunderstorm damage over time duration decreased from 7.5s to 5s
Cultist
- Desecration debuff now stacks a maximum of 3 times on a single target
- Wither debuff now stacks a maximum of 3 times on a single target
Ember Demon
- Health increased from 1500 to 3000
- Immolation damage reduced from 5-25 to 3-15
- Immolation range decreased from 7.2m (2 tiles) to 3.6m (1 tile)
- Firecracker range decreased from 7.2m (2 tiles) to 3.6m (1 tile)
- Firecracker damage increased from 50 to 75
- Ember Spirit damage increased from 75 to 400
- Ember Spirit range decreased from 7.2m (2 tiles) to 3.6m (1 tile)
- Collateral Damage bonus damage to defences increased from 250% to 500%
Gnarling
- Health increased from 1000 to 1100
- Basic attack damage increased from 100 to 120
Highguard
- Now displays a second health ring to signify its importance
- Removed additional Templar abilities that they were not meant to have
Huntress
- Now has the Beastwhisperer ability that the Beastmaster has, granting them additional damage to and decreased damage from all Beast units
- Bola Shot cooldown increased from 7s to 8s
- Bola Shot duration reduced from 4s to 3s
Necromancer
- Wraith ability cooldown increased to 60s from 30s
- Wraith ability now summons the long-lived Wraith instead of the short-lived Wraith (now known as the Revenant)
- Necromancy and Wraith abilities now use the target unit’s soul instead of killing them (turning them green and preventing their soul from being used by other abilities)
- Necromancy now has a 10 second cooldown and 1 second cast time
- Necromancy heal increased from 10% to 35%
- Death Eater (self heal upon Ghoul death) cooldown and cast time removed
Oculus
- Base XP required per level reduced from 1000 to 500
Priestess
- Pacify duration increased from 2s to 3.5s
Revenant
- The short-lived version of the Wraith that is summoned by the Well of Souls and the Archon has been renamed to the Revenant to make the distinction between the two clearer
- New visuals
- Takes significantly reduced damage, but they still take significant damage over time until they die
Sapper
- Now mines 2.5 times faster than before
Shadow
- Blink now teleports to the target location instead of dashing
- Blink range decreased from 4 tiles to 2.5 tiles
- Blink cooldown decreased from 4s to 1.75s
- Base XP required per level reduced from 1000 to 500
Skarg
- Base XP required per level reduced from 1000 to 500
Spirit
- Reduced movement speed by 20%
- Can now path through enemy doors and defences
- Now gains triple the XP of the unit it spawned from, plus a bonus 500
- Can now be targeted by Possession, Recall, Wormhole and Haste
- No longer loses health over time
Spirit Worker
- Now mine friendly fortified walls at double the speed (40% speed instead of 20%)
- Has the new Blink and Teleport abilities that the standard Worker has gained – see below
- Spirit Workers from the Spirit Workers potion now last twice as long
Witch Doctor
- Basic Attack animation lock decreased from 3s to 1s
- Basic Attack cooldown decreased from 3.5s to 2s
- Renewing Chant cooldown increased from 1s to 1.5s
- Renewing Chant priority increased so it should be used more often
- Renewing Chant base heal amount reduced from 50 to 40
- Invigorate cooldown increased from 1s to 10s
- Invigorate attack speed buff increased from 10% to 25%
- Invigorate movement speed buff increased from 5% to 20%
- Invigorate now increases attack power by 25%
- Invigorate duration increased from 2s to 6s
Worker
- Base XP required per level reduced from 1000 to 500
- Now mine friendly fortified walls at double the speed (40% unclaimed speed instead of 20%)
- Worker movement speed per level reduced from 10% to 5%
- New ability at level 4 Blink: Jumps forward a short distance
- New ability at level 7 Haste: Moves significantly faster for a few seconds
- New ability at level 10 Teleport: Teleports to the current destination
Wraith
- The short-lived version of the Wraith that is summoned by the Well of Souls and the Archon has been renamed to the Revenant to make the distinction between the two clearer
Vampire
- Now displays a second health ring to signify its importance
- Now fully heals upon executing a prisoner or unconscious enemy
- Shadowstep now teleports to the target location instead of dashing
- Vampirism healing amount increased from 75% to 150%
- Now only has a 10 second window in which it can be captured after being defeated before teleporting back to its Lair
- New ability: Wraith Army (summons a Wraith every 45 seconds, increased to 3 Wraiths at level 5)
Artefacts
Artefact of Gold
- Now split into two different Artefacts – Artefact of Gold and Artefact of Plentiful Gold
- Artefact of Gold is worth 5000 gold
- Artefact of Plentiful Gold is worth 25000
- All existing Artefacts of Gold have been switched to Artefacts of Plentiful Gold
- Now spawns a pile of gold beneath it when activated if your Vault is full
Artefact of Mana
- Now increases your mana bar by 500 instead of maxing it out (still capped at 1500)
Visual Improvements
- Various Underlord texture improvements
- Corrupted Empire texture improvements
- Various room and prop texture improvements
- Small Dungeon Theme texture updates
- Various room and prop texture improvements, including shrines and gold piles
- Some VFX and lighting balancing
Performance Improvements
- Improved culling of particle effects which caused lag on maps with lots of lava and chasms
- Improved the performance of Fog of War revealing by 40% (boosts performance when a big area is revealed)
- Fixed that for each allied player the Fog of War revealing updates were doubled
- Visibility updates are now smoothed over multiple frames to avoid micro freezes (reducing stutter)
- Made sure unit behaviours are spread to different ticks if possible, so they cause no lag spikes (reducing stutter)
- The observation range of a unit now dynamically shrinks and grows to process between 24 and 48 of its nearest neighbors (better performance when many units overlap – avoids lag spikes in big combat cases)
- Improved performance of Worker task and need satisfaction queries by 25%
- Gold pile merging has been introduced to reduce the amount of spawned gold piles during longer games (improves performance particularly when gold shrines are mined endlessly)
- Other trivial optimisations on various components (improving FPS and reducing frequency of micro freezes)
Bug Fixes
- The UI is now loaded after all other loading processes have finished (fixes units being frozen units for multiple seconds after loading a map)
- Fixed units having trouble reaching their target when moving too fast or when the game lags
- Fixed that after loading a save game, AI Underlords were unable to use any Veins of Evil Aspects unlocked before creating the save game
- Fixed that rebelling units were not fought against by your own minions, so they could kill everyone until they left through a Gateway or were killed by other means
- Fixed an issue which allowed flying or floating units to glitch through walls when they were over a chasm adjacent to a wall
- Fixed an issue where Workers would bring more prisoners to a Prison than it could hold, making them loop endlessly between picking up a unit and failing to put it in Prison
- Fixed an issue with some unit abilities in combat, which made the units run back and forth between two targets while never attacking either
- Fixed that the Hellfire potion could be dropped directly on Impenetrable Rock and was unintentionally damaging objects behind the rock
- Fixed that the Wisdom Juice and Haste potions were being applied to unconscious units and corpses, applying effects that would have been better given to live units
- Fixed an issue with the minimap sometimes not updating moving units
- Fixed that AI Underlords never tried to dig through walls frozen by a Glacial Door
- Fixed that Beastmasters partially stuttered on moving when searching for Beasts for the Arena
- Fixed that revealing an Artefact already stored in an enemy’s Archive triggered an Artefact discovered alert
- Fixed that some notifications triggered again after loading a save game
- Multiplayer: Fixed that the wrong score and missing player stats appeared for clients on the debrief screen
- Map Editor: Fixed that Neutral Workers and Spirit Workers exploded when the published map was played, so they never appeared
- Map Editor: Fixed that Neutral Gateways spawned units when there were Neutral rooms attracting them
- Fixed that placed Rally flags played their sound again when a save game was loaded
- UI: Fixed that the Warband panel on the left did not recognize Rally flags placed before a save game was loaded (the flag icons did not show an active state and the dismiss button remained greyed out and was not working)
- Map Editor: Fixed that only props owned by Underlord 1 could be toggled via a click
- Map Editor: Fixed that the paint faction tool destroyed defences, even if the owner was the same as before
- Map Editor: Fixed that some maps could not be imported when the player count was increased on importing
- UI: News panel in main menu: Fixed that all the carousel (lower panel) images unintentionally linked to the same page
- Visual: Fixed some tiling issues with bridges that sometimes caused visual glitches
- Fixed that a ritual selected during the Sanctuary’s recovery time was sometimes canceled when the recovery time was over
- Fixed that unit raid members under Possession were never shown on the UI because of a loading order issue
- Fixed that grabbed units could still be attacked under some circumstances
- Fixed a visual glitch (leftover VFX) when a level ended with a grabbed object in hand, while hovering for a valid place to drop it
- Fixed an issue which allowed you to adjust game options after the pause menu was closed (via the Escape key), using the arrow keys
- Fixed that the first Wraith or Revenant raised in a level unintentionally triggered the “A minion entered your dungeon” alert
- Fixed that AI Underlord Rhaskos never built a Lair and thus always had rebelling units after a short time
- Fixed that dropping intelligent units into the Arena to fight assigned them temporarily to spectate the Arena battle
- Fixed that rebelling Vampires respawned and endlessly attacked their allies – now they don’t respawn when knocked unconscious while rebelling
- Fixed that when Replacement Earth was built upon gold piles, Defence Parts or Artefacts, these were sometimes moved into an adjacent wall, instead of to a safe point outside of the wall
- Fixed that Witch Doctors tried to apply non-combat abilities, even if they couldn’t be applied, which made them stutter when moving and made it much harder for them to satisfy their needs (as they were always interrupted when sleeping and eating)
FINALY, YESSSSSSSSSSSSSSSSSSSSSSSSSSSSS
THANK YOUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU
OMG! So many bug fixes and improvments!
I <3 it!
Incredible!!
Thanks for this update!
Can’t wait to try it out in 3 days when the download is finished.
Thanks a lot for this massive update!!
wow, outstanding work guys n gals!
Good work, even if i dont lnow how much work it was, but i assume it was a lot reading this long list of improvements 😉 I now understand why we had to wait longer for the release! thumbs up!!!
incredible work _
*without words*
“The Cultist is still not aware who Brian is”
They must never be aware of it !
I miss something :
Thank you for your big work on the french translation, because it was understandable : )
Thank you guys for the continuous support.
I was-am one of the original kickstarter supporters and will continue to be.
Thank you for your continued support 🙂
[…] full notes for yesterday’s Patch 1.4 are this-a-way, but these are the […]
[…] full notes for yesterday’s Patch 1.4 are this-a-way, but these are the […]
Love all the improvements you’ve made, however I’m still getting incredibly bad lag either when a large part of the map is revealed, or when my beasties are fighting… 🙁 Every few seconds there’s horrible lag spikes. I have a top end pc, and even with the settings on low I end up losing the level purely from screen freeze! Seems worse since this patch too.
Wow amazing. So awesome that continued support! Will buy HoG for friends!