Patch Notes: Bedrock Beta v0.1.2 “Fog of War”

Patch Notes:

Bedrock Beta v0.1.2 “Fog of War”

This update is going to be relatively light on changes and fixes as we are spending a lot of our time preparing for future, larger updates. We know it’s been slow thus far, but new features and content will start being added significantly faster in the coming weeks and months.

Misc Changes

  • All debug keys are now disabled unless debug mode is toggled on with F4
  • Zoom speed increased and made smoother
  • Maximum zoom distance increased
  • Gold tiles can now be re-enforced

New Spell: Rally

The Rally spell will allow some basic unit control, allowing you to actually order groups of units into combat instead of waiting for them to wander over themselves

  • Casting Rally will place a flag which all non-worker units will move towards
  • Slapping (right click) a Rally flag will remove it
  • Placing a new Rally flag will remove the previous flag
  • Later on, we will have unit groups and multiple rally flags, and there is a (very temperamental) preview of this in the current build:
    • Enter debug mode (press F4)
    • Press F10 to spawn a flag for group 1
    • Press F11 to spawn a flag for group 2
    • Press F8 to add the selected unit to group 1
    • Press F9 to add the selected unit to group 2
    • Units should move towards their corresponding flag

New Fog of War System

The new Fog of War system has been added, which will generally improve the visibility of everything you need to actually see, as well as making it easier for you to plan out your Dungeon

  • Claimed tiles now grant a consistent vision radius
  • Tagged blocks are now properly highlighted through the fog of war
  • The contents of tagged blocks are not revealed until you can actually see them
  • A new Culling system will improve performance by not rendering anything the camera cannot actually see

Bug fixes

  • Dying whilst possessed should no longer trap your soul in the mortal realm
  • Slapping units to death should no longer cause them to become a statue for the rest of time
  • Various crash fixes
  • Various minor performance fixes

 

Click here to discuss this update on our forums!

14 Comments
  1. Yay for patch! o/

    Any patch is a good patch ;) can’t wait for the contentpatches!

  2. Still has the same bugs as before but I suppose that will be fixed in due time.

  3. “content will start being added significantly faster in the coming weeks and months.”

    So, when will the game be completed? It’s okay if the game gets delayed, but please tell us when we can expect the game.

    Just remember your promise on Kickstarter:

    https://s3.amazonaws.com/ksr/assets/000/295/087/8b4e142fedbd7d4ff7435cdc8f1fe8bc_large.png?1354816462

    “We’ve done this to ensure that YOU know exactly what to expect from our campaign and when to expect the game — instead of a broad “in X year” or the dreaded “when it’s ready” — we don’t want you to guess when you’ll get the game.”

    • I’m convinced there may be a delay or a release with some features lacking which will be apologized for. I’m certain the issues the team ran into for a while has delayed them significantly but they are now dealt with. The project is large and ambition with the Beta leaving all players really wanting.

      However you’re right. I would like to hear if meeting the deadline is plausible or not.

    • They actually did mention some time ago that the deadline was moved into beginning September, because they had to restart programming the unit movement system or something like that… it was a while ago, so I can’t really quote exactly what the announcement said.

      But frankly, as long as it’s still this year, I don’t mind. ;)

  4. I love what you are doing with the games so far, but like dungeon keeper one and two i think there needs to be of an enviroment so there is always something going on and i think you need to chang the way imps are summoned its too easy to summon them and f the player summons to many the game slows down incredibly or crashes im a major fan of DK and think the game should lean more towards the second also when you make the skirmish and add it in please make the AI a challenge Dk 1+2 is just too easy so diffrent difficulty settings would be nice and also the cheats would be good for when you want to mess about.

    • Ah, hello Deadlyleigh. Nice to meet you, I’m a fellow consumer who donated fairly heavily to the game, although I was never introduced to the Dungeon Keeper series prior, my fanaticism comes from the Overlord series instead, that said, I’ve been following what’s been said in lots of the previous games. Now, your comment MIGHT be towards the beta needing things messed around with, in which case, please disregard my pompous nonesuch. However, if yours is towards the planned development of the game from here, the imps, at least, I can respond to. If you’ve noticed a few weeks back (And I would link it if I were not so drattedly lazy) they listed a few examples of the beginning of the research trees the game has planned, and only greed actually gets the summon imp ability. Should you wish to wonder how they intend on balancing this, go ahead and give the archives a read, it’s a fascinating little project they’re working on here.

  5. I like the new fog of war style.
    And I would like to see some more DK1 features rather then DK2, it was better IMO.
    Like Imps costing money and everything goes faster then DK2.

    thnx

  6. It is an awesome new style! I was wondering when a creature panel will appear since it makes management of ones own creature so much easier as opposed to looking forever for ones own minions.

  7. What will you guys be adding next? I personally think some optimization, one or two new units, and some sound would make the game so much better in bedrock beta. That’s just my opinion though. Also ALL HAIL UNDER LORD SAMMY!

  8. I think we don’t see the tagged tiles clairly enough.. In the fog of war it’s ok, but the other ones are the same, no big change…

  9. I really don’t care how long they take as long as the final product is excellent. This is an indie game, and it’ll be ready when it’s ready, whereas if it was being developed by a big company they would cut content, cut corners and rush the product into completion, causing the product in general to suffer horribly. That’s the kind of thing EA would do. You don’t want an EA quality rushed game do you?

    • Yeah, EA is known for satisfy release dates. I don’t want a rushed game, but setting deadlines and milestones has reasons. “It’s ready when it’s ready” can horribly lead to a never ending story (Duke Nukem, Stalker..).

      As far as I know are these guys students who wants to get this done to “go on” with their plans too.

  10. Love the way this game is looking so far but to be on V0.1.2 a month or 2 before the original launch date is worrying me a little on how long it’s actually going to take to finish!!… That said I think these guys have the creativity and passion to make a good job of this and spend our funding carefully which is very important to me. I would rather it is done properly than not at all (fond teenage memories to uphold here!)… I think that this is the general concensus of most backers with this project.

    It’s great to get that little flutter when a patch comes out and we get to see them breathe more and more life into the build even if they are small changes. It will be nice when we get to the stage where the game engine is more interactive and feels a bit more polished even if it only has a fraction of the final units/features.

    Keep it up guys and here’s looking forward to many more happy WFTO Wednesdays & Patches!