Update 2.0.7f1 (6 June 2019)
Japanese Language Support
We’re pleased to announce that in Patch 2.0.7 we are adding Japanese as an officially supported language. Our Japanese fanbase has constantly amazed us with their dedication and diligence in delivering practically complete translations for the last few years. This inspired us in our creation of the Community Translation tools and updates to make this process as easy as possible for all our fans and now we finally close the circle.
We’ve worked from the solid base provided by the Japanese Community and with our translation partner we’ve rebuilt the translation and added the bells and whistles necessary to make the whole thing official.
Thank you to all our Japanese fans who have supported the game thus far, we hope that this release meets the high standards you have set for us.
Gameplay / Balance Changes
Units
Archon
- Will now summon Revenants much more frequently
- Lifesteal reduced from 200 to 150
Augre
- Props required per attraction reduced from 2 to 1.5
Behemoth
- Combat Health Regeneration reduced by 45%
Democorn
- Garrison prop occupation reduced from 2 to 1.5
Ember Demon
- Base Health decreased from 1800 to 1500
- Ember Spirit (Death Passive)
- Damage reduced from 150 to 115
- Firecracker (Area of Effect Ability)
- Damage reduced from 75 to 35
- Basic Attack
- Damage increased from 75 to 85
Ghoul
- Base Health increased from 1350 to 1650
- Basic Attack
- Damaged increased from 125 to 135
Gnarling
- Base health increased from 1050 to 1200
Juggernaut
- Props required per attraction reduced from 2 to 1.5
Shambler
- No longer immune to status effects
Rooms
Spirit Chamber
- Units can no longer rebel whilst on the pedestal
Torture Chamber
- Cost per tile decreased from 1000 to 800
Spells
Shackle
- Mana cost reduced from 100 to 75
Constructs
Ember Rift
- Mana lock increased from 60 to 70
Infernal Urn
- Dramatically increased fire damage resistance
Map Editor
- A new challenger approaches! Gregor Valench has returned to the Map Editor
- Added a new physical switch and toggle to the defences tab; these perform no function on their own but can be hooked into Mighty Script to detect when they are toggled between states
Mighty Script New Features
Mighty Script Importing
- It is now possible to export and import Mighty Script between levels; this can be accessed via the Debug Console and is a power user feature.
- You can open the Debug Console with Scroll Lock
- Command: CopyMightyScript [Filename] – will save the contents of Mighty Script on a level to an internal “Clipboard”. Filename is optional, entering this will try to save the Mighty Script to a file
- Command: ImportMightyScript [Filename] – will load the contents of the internal “Clipboard”. Entering a filename will try to load a file by that name instead
- Using this command will remove any existing Mighty Script in a level.
- World References (Picked Objects etc.) will be very broken initially. Any invalid references will be removed but overlapping IDs can be used. This means if you were listening for a unit KO in one map, it could now be listening to an impenetrable rock.
New Actions
- Ignore Mood and Basic Needs: Allows you to toggle Unit Mood and Need behaviours for individual factions
- Modify Faction Alliance: Changes the alliance state between two factions
Mighty Script Improvements
Updated Actions
-
Dialogue Box: It is now possible to edit the text presented in the options
-
Cast Spell: Now ignores standard casting checks and can force mouse location
Mutators
-
Added a new mutator which prevents units from leaving the dungeon when their Underlord’s Core has died
Level / Campaign Changes
War for the Overworld
Visual Improvements
-
The Wizard will now be visually corrupted when converted by an evil-themed Underlord in the Torture Chamber
-
The following units have received visual updates:
- Succubus
- Witch Doctor
- Skarg
- Templar
- Beast Master
- Huntress
- Necromancer
-
Continuing our legacy of ensuring every April Fool’s makes it into the game, PS1 Mode is now available in texture resolution!
-
Minor improvements to the light projected around the Hand of Evil
-
Inhibitor’s lights have received visual updates
-
The Arcane dungeon theme now is affected by the player’s team colour
-
The Rhaskos dungeon theme shader has received an update
Performance Optimisations
-
Plugged a significant memory leak in the Material Manager when materials were changed dynamically
-
The Barracks is now rendered 10,000% more efficiently
-
Emberlings spawned by the Wizard and Ember Lord no longer have dynamic lighting enabled
Localisation & UI
-
Numbers displayed on the Unit Panel are now aligned to the bottom of the panel
-
Notifications will no longer be spammed when a unit is on the threshold between mood changes
-
Newsletter signup now contains an @ symbol by default to account for a rare scenario where users using a specific language keyboard on OS X cannot enter this character
-
Added some safeguards to prevent rare UI exceptions locking down the UI
-
Unit Shields for the Spirit have been adjusted to a better position
-
Several changes to Latin American Spanish translations
Miscellaneous Improvements
-
Additional Help Lines have been added for the tabs on the main game UI
-
@ ‘ and ` on UK keyboards should now be detected as separate inputs
-
IP Address is now hidden on Multiplayer Lobbies – the host can mouseover their lobby name to see their IP Address
-
Added a number of localisation strings to Game Text for new and edited text
-
Added new tips on the loading screen
-
Updated Build orders for the following AI Personalities to account for balance changes:
- Assassin
- Gold Digger
- Ravager
- Steam Roller
- Underlord
- Undertaker
-
Added new build orders for the following AI Personalities
Crashes & Gamebreakers
- Fixed a crash that could rarely occur when loading a saved Map Editor level
- Fixed a soft lock that would occur when attempting to restart Crucible
Units
- Beasts created via the Sacrifice ritual will now be correctly trained in the Arena by the Beastmaster
- Flying units can now escape Chasms if for some reason they become stuck in them
- Banshees and Empowered Banshees will no longer become trapped in Chasms if spawned nearby
- Vampire summoned Spirits are no longer registered as Banshees in alerts
- Vampire summoned Spirits are now called Bound Spirits and have their own description, to distinguish them from Restless Spirits
- Wizard elementals can no longer be targeted by heals as intended
Spells
- Units will no longer become resistant to Blood Money after a player manually destroys a golden statue of the same unit type
- Fixed an issue where Gild could disappear from the player’s spells when loading a saved game
- Shockwave can once again be cast on low ground rooms such as the Slaughterpen or Garrison
- Rats which have been turned into Golden Statues will no longer be seen as food
Defences
- Aureate Monoliths now correctly affect all targets within their intended radius when using their absorb gold ability
- Bone Chiller VFX will not be disabled after using its active ability
- Fixed an issue where a Midas Door built after a Midas door is destroyed would not correctly take gold from the vault instead of taking damage
Environment & Shrines
- Gold generated by Artefacts of Plentiful Gold will no longer place gold under the floor when activated
Visual Fixes
- Fixed an issue where units killed over Chasms would fall in very slowly
- Gold placed in Quartz tiles will correctly inherit the terrain theme of the level
- Fixed an issue where defence parts and artefacts would be partially submerged in the ground
- Fixed a small visual imperfection in the Well of Souls defence
- Fixed an issue that prevented the lightning bolt from rendering in the Lightning spell
- Fixed an animation issue with the Augrum Wall defence
- Infernal Urn death VFX is correctly rendered once more
- Fixed an issue where Huntress visuals were not correctly cleared between unit spawns
- Fixed an issue where gold tiles would not become correctly highlighted when tagged
AI Fixes
- Underlord AIs will no longer attempt to use Uprising if they lack Crypts or souls
- Fixed an issue where units could become disabled if loading a save game where they were in the process of being revived from KO state
Map Editor – General
- Fixed an issue where Overworld Gateways did not correctly save their configurable options settings
- Fixed an issue where the Empire would not correctly be assigned the themes selected in faction settings
- Fixed an issue where importing a map would sometimes drop a number of important aspects such as scripts
- Fixed an issue where Victory Debrief was not showing on the summary screen
- Disable Player Theme Selection should now correctly work in custom campaigns
- Impenetrable terrain on the map edge will no longer be affected by the fill command
Map Editor – Mighty Script
- Printing a random number via an in-game message no longer displays as “Null”
- Fixed an issue where a unit affected by a unit scaling modifier would appear with a larger size than intended
- Fixed an issue where the Magic Finder would not correctly highlight Inhibitors, Gateways and Shrines which were defined in the trigger
- Summon Worker will now correctly appear in the Magic Finder list for spells
- Fixed an issue where the Set Fog of War Revealer action would cause a level to become unloadable
- Fixed a number of problems with the Give or Deduct Gold and Give or Deduct Sins actions
- Fixed an issue where prop KOs would be detected again upon loading a save game, causing Mighty Script to fire off triggers for props which were KOd prior to the save game
- Fixed a number of issues where Mighty Script behaviour would not survive when loading a save game
- Fixed a rare issue where certain custom levels could prevent Veins of Evil aspects from unlocking correctly
- Lord of the Land voice lines triggered by Mighty Script should now play correctly
- Fixed an issue where the “On Gold” Mighty Script trigger would not start if the “cumulative” parameter was enabled
- Fixed an issue where playing a Mighty Script enabled level, quitting out and then playing a standard campaign level could cause strange issues in the level scripting
Audio
- Storm Vortex ambience no longer persists after death
- Fixed an issue where the Thunderling’s SFX would be caught on permanent loop
- Witch Doctors will now correctly play their death SFX
Crucible
- Crucible score will no longer become a negative number after 2.4 billion points are obtained
Levels / Campaigns
- War for the Overworld – Level 4
- Marcus will no longer recall his minions on loop when they enter the Tavern
- War for the Overworld – Level 5
- It is no longer possible to cancel Shifting Bond, avoiding a number of issues caused by this. Obey our level order!
- Heart of Gold – Level 1
- Fixed a rare issue where the level script could halt under certain conditions
- Heart of Gold – Level 3
- Colossus Forge no longer uses incorrect tooltips
- Heart of Gold – Level 4
- Coleem will no longer sink into the floor when killed on this level
- Inhibitors on this level will no longer be floating slightly above the ground
- Fixed an issue where killing Coleem on this level would not correctly award the Nature’s Call achievement
- Prisoners in the Phaestian prisons are now correctly neutrally aligned
- Crucible
- Achievements should now always award as intended
Multiplayer
- Fixed an issue where the Summon Worker spell did not display correctly for clients in Multiplayer
- Banshee VFX should now correctly display for the client
- Infernal Urn VFX should now correctly display for the client
- Chat should now display correctly on OS X
- Clients using Possession Mode will now have their orientation correctly reported when they attack
- Units raising Ghouls in the Crypt should no longer be heard by all players in a match
Localisation
- Fixed an issue where video subtitles did not display correctly
- Fixed an issue where community translations would not apply correctly in the Campaign Editor
- Fixed an issue where not all localised languages were detected on launch
UI
- Storm Vortex and Core Doors now display the correct mode toggle tooltips
- Fixed an issue where Crucible progress on the Main Menu would not be correctly updated
- Mutator preset selection in the save preset menu will now be correctly highlighted
- Fixed a missing icon for “Visual Effects” in the Magic Finder Map Editor tool
- Arcane Templars are now identified as such in alerts and tooltips
- Reimplemented a missing tooltip for Vampires drinking blood
- Fixed clipping on the Crucible end screen
- Using the Vampire’s Bound Spirit ability (formerly Restless Spirit) in Possession Mode should no longer cause the Vampire to become frozen in place
- Postal Worker icon should now correctly show in the Map Editor
- Corrected a missing tooltip from the “Finish Level” action in Mighty Script
- Some improvements to consistency of Mighty Script tooltips
Update v2.0.5 "Relentlessly Researched Ravines"
Graphics & Visual Changes
- Founders theme Dungeon Core now has death VFX
- Improved animation transitions on the Kasita Theme Core
Audio Changes
Localisation & Community Translation
UI & UX Improvements
- Small improvements to Main Menu layout
- Minor changes to the styling of version number on Main Menu
Miscellaneous Changes
- Unit name pool adjustments
- Renamed Fantastic -> Devilish in the Launcher, accessible by holding alt as the game loads
- Dungeon Hearts April fools added to the Extras menu
Bug Fixes
Crashes & Showstoppers
- Updated UI Middleware which should fix a rare crash at launch & improve performance
Units
- Piggys should no longer become trapped in a panic state
- Fixed some minor issues with the Evil Arcane worker
Defences
- Blade Lotus' area indicator now more accurately represents the Blade Lotus' effective radius
Rooms
- Fixed alignment issues with the Founder's theme Dungeon Core.
UI, Localisation & UX
- Fixed an issue which would prevent the Skirmish menu from appearing under specific circumstances whilst playing the GOG version of the game deployed with GOG installers
- Corrected an issue that caused display issues with euro characters under certain conditions
- Audio buffer size for UI doubled to prevent skipping in UI videos
- Warning when missing password when setting up a MP game now displays correctly
- The tooltips for level and achievement progress now translate correctly
Levels & Campaigns
- War for the Overworld - Level 5 - Empire area now correctly uses the "Dwarven" theme
- Fixed issues where achievements were not correctly completing after loading a save game on certain Heart of Gold levels
Graphics & Visuals
-
Fixed a visual error with Permafrost tiles whilst using the Sanguine terrain theme
-
Permafrost now blends correctly with other tiles in the Snowy terrain theme
Miscellaneous
-
Fixed a number of null reference exceptions
Patch 2.0.4 (08th August 2018)
Gameplay/Balance Changes
Units
- Archon (Titan)
- Basic Attack
-- Damage decreased from 400 to 350
- Exterminate
-- Damage decreasesd from 500 to 400
Behemoth (Titan)
- Recuperation (Out of combat health regeneration)
- Regeneration rate increased from 0.25% to 0.45% of maximum health per second
- Relentless (In combat health regeneration)
- Regeneration rate increased from 0.025% to 0.045% of maximum health per second
Eternal (Titan)
- Time Vortex (Slowing Aura)
- Now slows enemies by 50% down from 60%
Visual Improvements
- The Evil Arcane theme now has its own worker. Evil dorfs arrive!
Audio Changes
- Added Additional Unit VO:
-- Democorn
-- Sentinel & Stone Knight
-- Rat
-- Highguard
-- Thunderling
Adjusted VO
-
Chunder
-
Miscellaneous Improvements
-
Users on all platforms who were suffering from abnormally high GPU
-
Utilisation should no longer suffer from this issue
Bug Fixes
- Crashes & Show-stoppers
- As described in the highlight section a number of graphics related Linux crashes should no longer occur
Levels / Campaigns
- Fixed an issue on Level 13 of the War for the Overworld campaign where Arcane Templar’s shields would appear without their texture
Miscellaneous
- Fixed some minor warnings
Patch 2.0.3: "Effectively Explored Excavations" & 2.0.3f1 hotfix (17 July 2018)
Underlord AI Changes
- Various Build Order tweaks
Audio Changes
- Added Additional Unit VO:
- Wizard
- Inquisitor
- Adjusted VO:
- Lord of the Land
Localisation & UI
- Continued localisation work on the Mighty Script features of the Map Editor
Bug Fixes
Crashes & Gamebreakers
- Updated the Coherent GT UI Middleware which may have been the cause of a recurring intermittent crash experienced by some users on Linux:
- ^ If you are a linux user that was affected by regular crashes please try this latest version and report back to us if the issue was correctly fixed. Otherwise please contact us directly on our Bug Tracker[brightrockgames.userecho.com]
Units
- Fixed an issue with Unit Physics which was causing units to overshoot their destinations when not on screen
- ^ This was the root cause for issues where Workers were being propelled into lava and dying, units stuck in walls, units becoming trapped in Prisons and Arenas and possibly affected unit need fulfillment if the player was not watching
- Ember Demons that are defused by the Infernal Urn should no longer explode and deal damage
Constructs
- Losing a Mana Vault whilst at Maximum Mana should no longer cause a reduction in permanently available mana.
Visual Fixes
- Fixed a visual issue with the Augrum Wall
Map Editor - Mighty Script
- Math Operations should now produce the correct outputs for Decimals
- Fixed an issue which prevented the “On Templates Spawn” trigger from triggering correctly
Map Editor - UI
- Fixed an issue where world object coordinates would always appear as “23, 3” in the Magic Finder List
Levels / Campaigns
- Fixed an Issue on Level 13 of the War for the Overworld campaign where one of the Emperor’s miscellaneous voice lines wouldn’t play
- Fixed an issue where Artefacts dropped upon the “Road” in Level 2 of the Heart of Gold campaign could not be retrieved by workers
- Fixed an issue where it was not possible reset The Under Games campaign progress
- Fixed an issue where some VO would not play correctly when claiming an Underhill as Volta or Kasita in Level 5 of the Under Games campaign
- Fixed a stack overflow that could occur on Level 3 of the Heart of Gold campaign
- Fixed a number of issues with the Golden Statues displayed at the end of the Heart of Gold Campaign
Multiplayer
- In-Game chat should once again show up correctly in Multiplayer Matches
UI
- Fixed an issue which may have caused the Skirmish menu to not appear correctly for some users on the GOG installer versions
Patch 2.0.2 "Sufficiently Surveyed Surfaces" (29 June 2018)
Gameplay / Balance Changes
Units
Augre
-
Now slightly less likely to use the Foundry and slightly more likely to use the Garrison
Juggernaut
-
Now slightly less likely to use the Foundry and slightly more likely to use the Garrison
Priestess
-
Updated needs to match the Cutlist
Spirit Worker (Permanent)
-
Movement speed reduced by 10%
-
Work speed reduced by 25%
-
These changes do not affect Spirit Workers created by the Spirit Worker potion
Wizard
-
Updated needs to match the Witch Doctor
Spells
Volcanic Bridge
- Mana cost reduced from 100 to 50
Underlord AI Changes
Level / Campaign Changes
The Under Games
Underlord Shale
- Beast spawn rate reduced from 666% to 444%
- Defence gold & mana cost increased from 150% to 200%
Visual Improvements
-
New Animations
- Visual Tweaks to the Foundry Floor
- Improved the possession view of the Firebreather
- Adjusted the viewpoint position of the Behemoth in possession
Localisation & UI
European and Chinese localisations now in game for various text edits that were done for 2.0 and 2.0.1:
- Various user-interface text improvements, including tooltips and campaign map names
- Pre-2.0 Skirmish maps have had their creators' names added to the end of their descriptions
- Fixed various old text style issues such as asterisks being used to show sound effects in subtitles
- Lord of the Land unit subtitles (for future use in the Mighty Script Editor) have been tweaked to match chosen audio takes
- New Mendechaus voice-over (for future use in the Mighty Script Editor) has had unique text keys added for each unique audio take being used
Miscellaneous Improvements
- Debug logs which are generated upon game crashes are now fully GDPR compliant
Bug Fixes
Crashes & Gamebreakers
- Fixed a rare issue that prevented some players from opening the Under Games if they had not completed the War for the Overworld campaign
Units
- Fixed an issue that would cause units to attempt to walk out of prisons and arenas
Defences
- Alchemines should now always load in with their potions after loading a save game
Visual Fixes
- Units are now react to the visual height of shrine floors (such as the siege shrine) and can walk on the surface without clipping
AI Fixes
- Underlord AI's will no longer ignore the last item in their build order
- Fixed an issue where the Underlord AI would not use the Wisdom Juice potion on Vampires
- Fixed an issue where the Underlord AI would issue an attack without removing units from it's Peaceband, meaning sometimes attacks were not correctly planned and did not meet AI expectations
- Fixed an issue where Workers were not correctly receiving new tasks and thus would revert to older tasks such as nearby reinforce wall tasks over newer claim tile tasks
- Fixed an issue where the Underlord AI would be unable to determine an appropriate attack vector on large maps where the enemy is well fortified and defended
Map Editor - General
- The Empire Theme selector can now correctly select any theme, even if it is locked
Levels / Campaigns
- Fixed an issue where the cutscene which plays after Mandalf is turned to gold in Heart of Gold level 1 could be disrupted if he was mined by workers during the cutscene, preventing the level from ending
- Fixed an issue where the VFX on the objective forge on Heart of Gold level 3 would not play correctly
- Capturing Pre-Placed rooms in the "Seastead II" skirmish level will now correctly allow units to work in them
Localisation
- Fixed an issue where Chinese fonts were not displaying correctly on OS X
UI
- Fixed an issue on the Scenario Lobby where the mutators button was not accessible if the map could not be finished
Miscellaneous
- Fixed a number of minor issues in the codebase
Patch 2.0.1 (25 June 2018)
Mighty Script Becomes Mightier
Mighty Script has been a hugely ambitious undertaking and has already seen incredible use with hundreds of mappers already getting to grips with the new tools on the Workshop.
We've been taking feedback on Mighty Script from the community on what you'd like to see implemented and there's a handful of really cool features in the new patch as well as some improvements and optimisations to make existing scripts more powerful. Here's a quick summary:
- 10 New Triggers such as detecting when a spell is cast, a unit imprisoned or when a unit is attacked
- 2 New conditions including checking if players have a particular success key from the custom campaign features
- 24 New Actions with new AI commands, Dynamic Party configuration, Dialog Boxes, Tile Flashing or unit customisation actions
- Parties are now easier to setup and support additional unit configuration such as setting the speed and scale of the unit
- Numbers can now be Decimals as well as Integers
- Lists can now contain more types of variables and most values can accept input from variables or actions output to lists
- Other flow improvements and optimisations
- Various fixes
With all of these improvements Mighty Script has undergone quite a few changes but fear not your previous maps should be completely compatible and rest assured now that Patch 2.0.1 is in your hands and Mighty Script even more expansive we're now looking to get those tutorials to you asap!
Skirmish Smack Chat
We've livened up Skirmish audio with speech from ALL the Underlord opponents! They will now taunt you and react to various events as the battle progresses. You'll hear Oberon gallantly face defeat as his health dwindles; Kasita celebrate her victory by welcoming you into her treasure trove; Korvek proclaim that he is greater than the sum of his parts!
Now Mira can tell you herself that you are nothing but an earthworm to be squashed beneath her metaphysical boot
We got all the original actors back to reprise their roles, and added over 400 new lines of speech! This also includes the trio of Underlords introduced in The Under Games – Shale, Lamash, and Volta!
We hope this feature adds an extra layer of character and charm; but if you do want to turn the voices off you can do so from the Sound Options.
AI Advancements
Stefan, our artificial intelligence wizard, made huge renovations to the Underlord AI for Patch 2.0. But he hasn't stopped there, and has continued to conjure and tinker with the goal of giving you the ultimate challenge. And judging by the feedback from our loyal Foundry tester imps, he may well have succeeded!
AI improvements include:
- More entertaining gameplay, and more challenge for highly-skilled players
- The AI will play the Sloth tree in the Veins of Evil much more effectively
- Significant increase in the number of Aspects the AI can use and more build order variety per personality
- Optimised to work with the 2.0.1 balance changes
- Substantial AI performance improvements
Patch 2.0: “Untold Depths” (20 April 2018)
Release Notes
Attention due to the impressive size of this patch we’ve yet to complete the full release notes. What follows are the highlights! Please check back in the future for more!
New Expansion: The Under Games
An all-new 7-level campaign
-
Choose your Underlord and participate in a deadly tournament, set across a series of scenarios that call back to classic Dungeon Management gameplay!
-
Each of the 4 playable Underlords has a unique playstyle, driven by their powerful traits and exclusive minions and Aspects.
-
A completely overhauled AI awaits with 5 difficulty levels and a multitude of personalities to put you through your paces.
-
Conquer arenas with distinctive layouts and a variety of visual themes, including the new blood-soaked Sanguine theme.
-
3 new Underlords with their own unique unlockable Dungeon Themes.
-
9 new Aspects expand your Veins of Evil, with new defences, constructs, potions and spells!
-
New terrain features and shrines await in the Underworld, such as the ultra-hard Quartz and Moongate teleportation shrine.
-
See this blog post for the full details!
New Game Modes
King of the Underhill
- War for the Overworld’s spin on King of the Hill
- Several Underhills are present on the map, that can be claimed and unclaimed in the same way that a Shrine can
- If you claim an Underhill, it will begin firing powerful projectiles at your opponent’s core every 5 seconds
- If an enemy also claims an Underhill, they will cancel eachother out
- You need to be in possession of more Underhills than your opponent in order for any of them to fire at the enemy Dungeon Core
- Dungeon Cores can sustain a total of 300 hits before being destroyed
- Dungeon Cores cannot be attacked any other way
- This focuses the action around the Underhills over an extended period of time, rather than forcing players into one single battle to end the match
- The recommended number of Underhills on a map is 3
- King of the Underhill only supports 2 teams (1v1, 2v2, 2v1 or 3v1), FFA doesn’t work
Core Shards
- Each Underlord is in possession of one or more Core Shards
- These Core Shards represent – you guessed it – shards of their Core!
- In order to defeat an Underlord, all of their Core Shards must be destroyed
- Dungeon Cores cannot be attacked directly – this forces players to attack and defend multiple locations simultaneously
- Core Shards supports any number of players in any team combination
- If two players are teamed up, their Core Shards are pooled and they live and die together
Revamped AI
- The AI has been completely rebuild from the ground up
- It now supports using every type of aspect, including Defences, Constructs, RItuals, Potions and Spells
- Several new personalities have been added (see below)
- Big thanks to Kieron Baxter-Cockbill & Jannes “Crythor” Jaudszims of our volunteer QA team for helping us make the AI as deadly as possible!
Personalities
-
Ravager
- Used by Shale and Rhaskos
-
Guardian
-
Gold-Digger
-
Undertaker
- Used by Lamash and Draven
- Steamroller
- Favours stacking to himself and building up a large force before cruising across the map and destroying anything in its path
- Used by Korvek
- Underlord
- As vanilla as can be – favours all aspects equally
- Used by Oberon
- Assassin
- An extra-intelligent and terrifying flavour of AI designed by some of the best WFTO players in the world – good luck!
- Used by Zeam
The Map Editor
MightyScript
- It’s simply not possible to communicate this fully with patch notes, so go and read this blog post instead!
- Big thanks to Thomas “Fluffiest” Parfrey, George ” Sliche” Smith and Simon Evo from our volunteer QA team
Bug Fixes
- Too numerous to count, but we would like to give an extra-special thanks to Philipp “Fireeye” Giese, Andrew “Nutter” Jagger, Aaron “Swizzle” Walker, Jared “Antking” Croslin and Klaus “Biervampir” Ringhofer from our volunteer QA team
Aesthetic Improvements
Over 100 New Animations
- Tons and tons of animations have been added to almost every unit in order to better telegraph their abilities in combat and
- Units now bend down and pick up their gold
- Units now pick up the Micro Piglet before ripping it apart
- Micro Piglets can now backflip and roll in the mud
- Many units now have additional combat animations that better link with the abilities effect
Overhauled VFX
- Many instances of overly-bright VFX have been reduced
- Combat VFX have been reworked, VFX for stun, burn, lava-burn and slow have been added.
- VFX for abilities have been reworked to better fit with their animations
Overhauled Materials & Shaders
- Applied cubemaps to some metal flourishes to improve metallic look
- Changes to unit lighting so that they are more visible
- Fixed some corrupted materials (e.g Lord O Theland) to cleanup their look
New & Updated Systems
Sacrifices
- After unlocking the Sanctuary, you will now gain access to a new ‘Sacrifice’ ritual
- Activating the ritual will allow you to drop 3 units onto the altar
- After doing so, the ritual will complete and you will be rewarded with a prize!
- There are a number of recipes, but any combination that does not match a recipe will reward some gold
Moongates
- Moongates allow units to instantly travel from one part of a map to another
- Comes in two forms: a Construct and a Shrine, which both link up and behave in the exact same way
- Units will automatically use Moongates if they are the fastest (or only) route, no need for the player to interact
Banshees
- Banshees are a new type of unit with unique behaviour
- Banshees automatically seek out the closest enemy objective (primarily cores, secondarily inhibitors, etc) and path to it (shielded targets are always lower priority than non-shielded)
- Once it reaches its target or cannot get any closer to its target, it will explode, dealing a large amount of damage to anything nearby, including walls and friendly targets
- Damage is reduced against units
- Damage scales with the amount of remaining health the Banshee has
- Banshees cannot be picked up, healed, possessed, etc
- Slapping will detonate them early
- Used by the Empowered Banshee (Empowered Banshee Spell) and Banshee (Reanimation potion, Nether Shrine)
Mana
- You are now able to increase your total mana to a total of 2000 (up from 1500)
- Mana can now be gained from:
- Earning Sins
- Artefacts of Mana
- Mana Shrine (which has been revised – see below)
- Mana Vaults (new Construct)
- Mana from the Mana Shrine and the Mana Vault is ‘unstable mana’
- ‘Unstable mana’ is mana that it is possible to lose (eg: if your Mana Vault is destroyed)
- The main campaign and Heart of Gold are still limited to 1500 mana
- The Kenos now increases your mana pool to 2000 (in levels 12 & 13)
Veins of Evil
- Several new aspects from The Under Games have been added
- Some potions in the centre have swapped places
- Annex has moved from Wrath to Sloth
- Augrum Wall and Rampart have swapped places
- Titans now cost 5 Sins to summon, rather than 3
- See the image below for the new layout – the changes are highlighted
Work Experience
- Units now gain XP when working in most rooms
- The XP gained is equivalent to 17.5% of that gained in the Barracks, and will scale down as units level up in the same way that the Barracks does
Remastered Campaign
Highlights
- The ending has been completely remade and now featured a brand new cinematic cutscene
- The endings of levels 5 & 7 have also been updated to feature smaller cinematic cutscenes
- Level 12 has been completely rebuilt to be significantly less infuriating
- New terrain themes have been added throughout the campaign
- Tutorialisation has been significantly improved throughout the first few levels
- Unit intro sequences have been improved to feature the new unit entry animations
Level 1: Awakening
- Now uses the new Onyx terrain theme
- Minor changes to the tutorialisation
- Added a new Gnarling introduction
Level 2: Welcome to Kairos
- Removed Empire Barracks to prevent the Templars getting to a high level before the player encounters them
- Added new bonus objectives to teach Worker Rally, Peaceband and Sell
- Removed the Prophecy tutorial (as it’s also introduced in level 3)
- The ‘expand your rooms’ optional objective now requires the player to build at least a 5×5 Archive and 5×5 Barracks to complete
- Other minor change to tutorialisation
- Added a new Cultist introduction
- Replacement Earth is now available (tutorialisation does not happen until Level 4)
Level 3: The Breach
- Significant revisions to the tutorialisation sequences and of the level
- Added a new Chunder introduction
- The speed run achievement (Portal Gems) now awards for beating the level in under 19 minutes, rather than 15
- Replacement Earth is now available (tutorialisation does not happen until Level 4)
Level 4: Shades of Grey
- Added a new bonus objective to teach Beast Rally
- Swapped one of Marcus’ Gateways to a Manufacturing Shrine in order to reduce the total number of units that spawn in his dungeon
- Replaced the Warding Totem tutorial & introduction with a Conduit tutorial & introduction
Level 5: The Rear Guard
- Now uses the Snowy terrain theme
- Added a brand new cinematic cutscene to the end of the level
- Added new bonus objectives to teach Warbands, Potions and Defences
- Ritual progress is now displayed on the UI
- Rhaskos’ Sanctuary has a slightly modified layout and now begins the level with fortified walls
- Added a new Crackpot introduction
- The speed run achievement (Short Joke) now awards for beating the level in under 25 minutes, rather than 23
Level 6: Behind Enemy Lines
- Now uses the new Sanguine terrain theme
- Replaced the Mana Shrine with an Incantation Shrine
- Increased starting gold from 10000 to 16000
- The speed run achievement (Prison Architect) now awards for beating the level in under 30 minutes, rather than 28
Level 7: Heart Attack
- Now uses the new Sanguine terrain theme
- Added a brand new cinematic cutscene to the end of the level
- Added a new art asset for The Aum
- The ‘Heart Attack’ achievement for finishing the level with Rhaskos’ Core on less than 25% has now been changed to instead award when you convert 50 Empire units in the Torture Chamber
Level 8: Desecration
- Modified the distribution of enemies to make the difficulty more consistent
- Prophecy is now banned, but all points of interest are permanently revealed
Level 9: Belmorne’s Pass
- Now uses the Snowy terrain theme
- Replaced the Mana Shrine with an Incantation Shrine
Level 10: The Kenos
- Now uses the Snowy terrain theme
- Added a new art asset for The Kenos
- Significantly updated the in-level ending sequence
- Mira is now cyan to match her appearance in The Under Games
- Replaced the Mana Shrine with an Incantation Shrine
Level 11: Desperate Power
- Now uses the new Onyx terrain theme
- Mira is now cyan to match her appearance in The Under Games
- Replaced the Mana Shrine with an Incantation Shrine
Level 12: Welcome to Kairos
- Now uses the Snowy terrain theme
- Completely rebuilt from the ground up
- The player now has significantly more space between them and the enemy Underlords
- Added a new art asset for The Kenos
- Updated the effects of being attuned to the Kenos
- Causes the player to be an incredibly nostalgic shade of red
- No longer grants passive gold generation
- Increases maximum mana from 1500 to 2000
Level 13: Equilibrium
- Revised the ending sequence and added a brand new cinematic cutscene
- Added a new art asset for The Kenos
- Added a new art asset for the Aum, which now follows Emperor Lucius around
- Emperor Lucius is generally more badass
- Updated the effects of being attuned to the Kenos
Oberon’s Home Realm
- Now uses the new Onyx terrain theme
Heart of Gold & My Pet Dungeon
- Replaced the Mana Shrine on level 1 of Heart of Gold with an Incantation Shrine
- Replaced most Mana Shrines present in My Pet Dungeon with Incantation Shrines
New Aspects, Units & Shrines
Conduit
- Construct, Wrath
- Replaces the Warding Totem
- Significantly increases the work speed of friendly workers in a 5 tile radius
- Provides vision in a 5 tile radius – even over walls
- Locks 15 mana
- Costs 350 gold, very quick summoning time
Moongate
- Construct, Wrath
- Links to other Moongates you own, allowing your units to teleport across the map
- Costs 10,000 gold, long summoning time
- Locks 25 mana
Mana Vault
- Construct, Center
- Provides an additional 100 mana, up to a cap of 2,000
- Costs 10,000 gold, long summoning time
Shackle
- Spell, Wrath
- Disables an enemy defence or construct, prevent it from activating and attacking
- Locks 100 mana, lasts for 10 seconds
- Defence or construct hit by Shackle are then immune to Shackle for 30 seconds
Infernal Urn
- Defence, Sloth
- Breathes fire on nearby enemies dealing a small amount of damage over time
- When activated, destroys the Infernal Urn and absorbs any explosive energy in the nearby area
- Ember Demons are banished back to their rifts
- Underminers are immediately disabled and sold
- Brimstone is converted into Quartz (this is a chain reaction, like blowing it up, and will convert the whole patch)
- If this reaction hits Obsidian, it will convert the Obsidian into Sand (this is also a chain reaction)
- 1500 gold, 2 defence parts, locks 10 mana
Storm Vortex
- Defence, Sloth
- Two modes: Lightning and Vortex, click to toggle between them
- Lightning mode: Shoots lightning bolts at enemies, dealing heavy damage and stunning them
- Vortex mode: Shoots vortex beams at enemies, instantly teleporting them back to their dungeon core (same behaviour as recall)
- This damages the Storm Vortex for every enemy teleported, the amount of damage taken is equivalent to the strength of the target
- Workers are free to send home
- Targets the enemy closest to it
- It’s possible for the Storm Vortex to destroy itself
- Costs 7500 gold, 5 defence parts, 30 locked mana
Empowered Banshee
- Spell / Unit, Wrath
- Summons an Empowered Banshee
- 10 second summon time during which the Empowered Banshee cannot move or explode, but can still be attacked and killed
- Locks 150 mana until the Empowered Banshee dies or explodes
Reanimation
- Potion, Wrath
- Converts any of the following sources into Banshees:
- Prisoners
- Dead or KO units on the ground (of any faction)
- Souls in Crypt props
- Souls in a Well of Souls
- Banshees behave identically to Empowered Banshees, but are far less powerful and do not lock mana
- Costs 3500 gold
Thunderling
- Potion / Unit, Center
- Summons a powerful Thunderling for you to command
- Also deals damage and stuns enemies in the area when dropped
- Can overlock mana when used
- Costs 7500 gold, locks 200 mana while the Thunderling is alive
Alchemine
- Defence, Sloth
- Allows you to drop a potion, turning it into a mine
- Will detonate the potion when an enemy gets near
- Right click to immediately detonate, left click to pick up potion
- Costs 2500 gold, 3 parts, does not lock mana
Sacrifice
- Ritual, Automatic Unlock
- See notes at the top
Core Door
- Defence, Editor Only
- This is a special door that can only be placed when creating maps to section off certain parts of the map for specific factions
- It allows the owners units to pass through
- It cannot be attacked, sold, destroyed, locked, or interacted with in any way
Nether Shrine
- Periodically spawns Banshees for the owner
- Spawns 1 Banshee every 5 seconds, up to a maximum of 3 total Banshees at any one time
- Banshees respawn at the Nether Shrine when they explode or are killed
Mana Shrine / Incantation Shrine
- The mana shrine now has a new mechanic:
- Grants 250 additional maximum mana for as long as you own it
- The old Mana Shrine mechanic (spell cost reduction) has now been given to the new Incantation Shrine
Wizard
- Empire Unit
- The Wizard is the new Empire counterpart for the Witch Doctor
- He works in the Spirit Chamber and the Archive
Rebalanced Systems
Dungeon Core
- Health regeneration reduced from 140/second to 50/second
- Health regeneration delay (after last instance of damage) increased from 5 seconds to 15 seconds
Defences
- Out-of-combat regeneration reduced from 7.5%/second to 1%/second
- Out-of-combat regeneration now starts after 15s, rather than 10s
- Doors no longer grant XP to enemies when attacked
- Doors now act as fortified walls for the purposes of calculating room efficiency
Research
- Speed modifier in Skirmish & multiplayer reduced from 65% to 50%
- Speed modifier in My Pet Dungeon reduced from 50% to 40%
- This is to offset the research speed increased gained by Cultists that now level up whilst researching
Unit Vision
- Unit vision has been standardized
- Long range units now have a vision radius of 7 tiles:
- Oculus (and boss variants)
- Huntress (and boss variants)
- Short range units have a vision radius of 3 tiles
- Workers has a vision radius of 4 tiles
- Food has a vision radius of 0 tiles
- All other units have a vision radius of 5 tiles
Updated Aspects, Units & Shrines
Workers
- Friendly fortified walls are now mined as quickly as unfortified walls
Arena
- Removed the flat XP penalty from training in the Arena
- Added a scaling XP penalty that increases with level, ramping up to -40% at level 9
- XP for non-Beast units now matches that of Beast units (however, non-Beast units still need to be manually dropped into the arena)
Barracks
- Reduced training speed by 33%
- Reduced the intensity of the XP penalty at higher levels (now -80% at level 9 instead of -90%)
Warding Totem
- Scrapped, replaced with ‘Conduit’
Wooden Door
- Gold cost reduced from 1000 to 500
- Health reduced from 3500 to 1500
Bone Chiller
- Passive slow increased from 55% to 60%
- Passive slow no longer stacks
- Passive and active range increased from 3 to 3.5 tiles
- Active ability no longer deals damage
- Active stun increased from 2s to 4s
- Active ability now halves all damage from targets for the duration
- Mana cost increased from 10 to 15
- Part cost increased from 3 to 4
Augrum Wall
- Now activates automatically (instead of needing to be clicked)
- Unpacking time reduced from 15s to 5s
- Gold cost reduced from 3500 to 500
- Part cost reduced from 5 to 2
- Health (of the box) increased from 100 to 1000
Replacement Earth
- Gold cost reduced from 350 to 150
- Summoning time increased by 50%
Bombard
- Part cost increased from 2 to 3
Armageddon
- Damage keeps firing for 60 seconds, giving a solid window for attack
- Reduced summoning time by 15%
Haste
- Now also slows down enemy units the exact same amount that it speeds up friendly units
Hellfire
- No longer stuns units
- Unit damage increased from 100 to 650
Transmutation
- Now creates a zone of transmutation when dropped, which deals damage over time for 5 seconds and converts any dead or KO units into golden statues
- Also deals bonus damage to Sentinels and the Colossus
Garrison
- Damage reduction for walls reduced from 50% to 35%
Ember Rift / Ember Demon
- Ember Demon health reduced from 2250 to 1600
- Ember Spirit (death explosion) damage reduced by 25%
- Ember Demon mana lock reduced from 75 to 60
Wormhole
- Now creates a wormhole that lasts for 5 seconds, continuing to teleport units to your core for the entire duration
- Core explosion radius reduced by about 1/3rd
Quick-Freeze
- No longer leaves a patch of ice on the ground that prevents Quick-Freeze being used again in the same location
Gold Shrine
- Mining speed increased by 50%
Portcullis
- Part cost reduced from 3 to 2
Midas Door
- Part cost reduced from 4 to 3
Glacial Door
- Part cost reduced from 5 to 4
Prophecy
- Reduced mana cost from 200 to 175
Blood Money
- Reduced mana cost from 100 to 50
Spirit Workers (Potion)
- Gold cost increased from 750 to 1500
Succubus
- Health increased from 1400 to 1650
- Basic attack damage increased from 70 to 95
- Soul Fracture damage decreased from 15% to 10%
- Soul Fracture cooldown reduced from 30 seconds to 5 seconds
- Now heals for 100% of a target’s health upon killing them (up from 50%)
Gnarling
- Health reduced from 1100 to 1050
- Basic attack damage reduced from 110 to 100
- Cleave damage reduced from 100 to 90
Necromancer
- In-combat summon ability now summons a Revenant (Archon version) instead of a Wraith (Uprising ritual version)
Ghoul (Necromancer)
- Basic attack increased from 55 to 90
Disciple (Matriarch)
- Basic attack increased from 55 to 90
Augre
- Speed increased from 4 to 5 (same as a Chunder)
- Basic attack damage reduced from 160 to 140
- Ground slam damage reduced from 160 to 140
Behemoth
- Immolation (flame aura) has been adjusted to do a constant 75 damage per second, rather than increasing damage the longer an enemy is near the Behemoth
- Basic Attack damage reduced from 350 to 250
- Basic Attack cooldown increased from 2s to 3.5s
- Flame Breath damage increased from 300 to 400
- Flame Breath cooldown increased from 8s to 9s
- Rampant Charge damage reduced from 300 to 100
- Passive healing reduced by 2/3rds
- These changes are focused around maintaining the Behemoth’s strengths against large groups of weaker units whilst making it less imposing in one-on-one combat
Colossus
- Is now able to work in the Barracks
Witch Doctor
- Base heal increased from 40 to 100
- Base heal cooldown increased from 2.4s to 3s
Skarg
- Increased health from 1200 to 1300
- Increased basic attack damage from 100 to 105
Oculus
- Petrify stun duration increased from 2s to 4s
- Basic attack damage reduced from 85 to 60
- Basic attack cooldown reduces from 3s to 2.5s
Bafu
- Basic attack damage decreased from 125 to 95
- Screech cooldown reduced from 20s to 15s
Shadow
- Nightmare stun duration increased from 2s to 3s
- Bonus damage when leaving stealth increased from 75 to 140
Work-A-Lot Potion
- Unit efficiency reduced from 300% to 250%
Bombard
- Health reduced from 2000 to 1750
Archon
- Reduced self-healing by 33%
Gild
- Healing to gold units increased from 500 to 1500
Sentinel
- Now generally less grumpy and should be easier to keep happy
Frost Weaver
- Potion cost reduced from 3500 to 2000
- Basic attack damage increased from 175 to 225
- Movement speed increased by 25% (it’s now at an average speed)
Inquisitor
- Health increased from 1000 to 1500
Wraith (Uprising Ritual)
- Reduced health decay per second from 5 to 3
- Basic attack damage increased from 35 to 55
Restless Spirit (Vampire Pet)
- Duration of summoned Restless Spirits increased to 60 seconds (if not damaged)
Apocalypse (Crucible Lifeline)
- Points are no longer gained by killing units with Apocalypse
Screecher (Crucible / My Pet Dungeon minion)
- Basic attack damage reduced from 250 to 200
Shambler (Crucible / My Pet Dungeon minion)
- Basic attack damage reduced from 200 to 125
- Basic attack cooldown increased from 2s to 2.25s
- Now able to level up
- Now able to use the Barracks
Restless Spirit (Crucible / My Pet Dungeon minion)
- Basic attack damage reduced from 100 to 150
- Basic attack cooldown increased from 1.5s to 1.75s
- Now able to level up
- Now able to use the Barracks
Terror (Crucible / My Pet Dungeon minion)
- Basic attack damage reduced from 250 to 185
- Health reduced from 2500 to 1900
Molten Skarg (Crucible / My Pet Dungeon minion)
- Basic attack damage increased from 105 to 115
- Basic attack now burns target for 5 seconds
- Can now walk through lava
Chilli Chunder (Crucible / My Pet Dungeon minion)
- Can now walk through lava
- Basic attack cooldown reduced from 5s to 2.5s
- Headbutt cooldown reduced from 15s to 5s
Patch 1.6.66f2 (6 December 2017)
Bug Fixes
- Lifted the Matriarch and huntress from beneath the floor, hiding will do her no good!
- Corrected idle animation jitter on the Priestess
- Impenetrable blocks which suddenly appeared in inaccurate locations have been removed
- Gave the dwarf bosses a lick of paint to brighten them up
- Arcane Templars no longer fly, much to their dismay
- Improvements to the Democorn and Priestess jitter
- Clipping corrections for the Chunder
- Huntress minibow corupted texture corrected
Patch 1.6.66f1 (6 December 2017)
Our development imps have been hard at work for the past week addressing some issues you highlighted to us in the latest patch. As always we’ve looked to resolve any reports as efficiently and speedily as possible, and we’re always looking for more. Never ones to cease our constructive efforts though, there are a few minor improvements sprinkled on top of this hotfix too.
Gameplay
- Volcanic Bridge spell can now be cast on Blood tiles
- When you sell a defence or construct on a Stone Bridge it will no longer also sell the bridge
- Removed push forces caused by livestock and Ghouls, meaning they can no longer push other units, but can be pushed themselves
Visual Changes
- Reduced the saturation on the instruction arrow, making it a little less obnoxious
- Small visual changes to the Spirit Chamber
- Some corrections to the possession view of units based off the “Lord O’theland” model
Text Updates
- Updated Juggernaut name to make it more appropriate in Simplified and Traditional Chinese
- Updated mutator tooltips to give more information about disabling Fortified Walls, and disabling the ability to dig them out (all languages)
- Fixed a few typos
Miscellaneous
- Updated Unity Engine to 5.4.6f3 from 5.4.5p5 yielding a few minor improvements
- Please note that game engine updates are complicated affairs and can cause unexpected issues. This is only a minor leap and we believe we caught every issue, but please don’t hesitate to report anything that seems out of place.
- Added secret holiday cheer!
- Removed some unused audio.
Bug Fixes
- Sacred Earth will now display the correct gold texture in the icy terrain theme
- Fixed an issue where prisoner AI would continue to search for a bed to make in the Lair, which they could not reach, causing performance issues when a player had many prisoners
- Icy terrain theme should now load more consistently
- Empire Workers should now only play Empire audio
- Fixed a number of issues with the Ember Rift textures
- Unit animations should now slide slightly less when the animation displays them as stationary
Patch 1.6.66 (20 November 2017)
European Languages Return!
As announced in our previous post, and in today’s announcement, we’re proud to reveal that the discontinued European languages are now updated and back in the game, and we’ll be continuing their support into the future! We welcome your feedback!
Updated previously deprecated European Languages to include all the game’s text updates since Patch 1.0.1:
- Spanish
- Italian
- Polish
- Russian
- Added subtitles in various pre-rendered cinematics throughout the game for the above languages
Gameplay Changes
Units
Spirit
- Can no longer pass through Possession Doors
Spirit Worker
- Can no longer pass through Possession Doors
Constructs
- Constructs may no longer be placed inside shrines or Dungeon Cores
Rituals
Assembly
- Now has an effect if used twice on the same defence.
AI Improvements
- Workers will no longer attack anything except rival Workers, regardless of how high their chances are to win. This is to keep them on task when working near low-threat objects such as doors.
Mutator Changes
- Extra Workers granted by increasing the default minimum Worker amount no longer grant mana when sacrificed in the Dungeon Core
- Undiggable walls can no longer be tagged
- Wall tooltips will now update to correctly reflect if undiggable walls is enabled
Performance Optimisations
- Improved the performance of Worker scouting behaviour
- Optimised unit behaviour to significantly reduce “garbage” created on unit spawn
Game Text Updates
- Clarified the mutator behaviour on tooltips for disabling Fortified Walls, and disabling the ability to dig them out, in relation to certain Aspects (prompted by a user forum issue)
Visual Changes
- Small improvements to Slaughterpen lights
- Increased brightness of Slaughterpen slightly
Miscellaneous
- Gold Piles will now be placed up to 17 tiles from where they are dropped in the Vault, rather than 5
- Achievements for My Pet Dungeon unlockable themes are now listed in level order on the unlocks screen
Bug Fixes
General
- Fixed an issue that allowed units to teleport into walls/map border
Gameplay
- When a Dungeon Core is claimed, the gold it held now correctly enters the new owner’s Vaults
- The Garrison buff will no longer incorrectly stack for multiple activated props
- Aureate Monoliths now correctly update the minimap after use
- Removed Last Stand from Templar abilities list as the ability had been disabled for some time
Levels
- Fixed an incorrectly rotated “corridor” on My Pet Dungeon level Ponygrasp
Visuals
- Highlight effect on the Dwarven Dungeon Core should no longer present with visual artifacting
- Garrison prop range corrected, now more representative of actual range
- Corrected a minor clipping VFX in the Spirit Chamber
Audio
- Removed duplicate line from War for the Overworld Level 3
- Fixed some errors caused by missing audio on War for the Overworld Level 3
- Arcane Chunder now correctly uses the Chunder voice
- The Arcanist boss should now correctly play her post sleep voice-over
- Necromancer, Gnarling, and Chunder all now issue battle cries when in the Arena
- Gave Duke and Duchess missing voice-over from their base unit
- Vampire now correctly plays his eating voice-over when in the Tavern
Multiplayer
- Fixed missing VFX and SFX for Lightning and Shockwave spells for clients
- Fixed missing animation and effects on Bombards for clients
Text
- Made "fortified wall" a proper noun on tooltips for Siege Shrine, Underminer, and Augrum Wall (consistency issue)
- Fixed a tooltip typo for the Ember Demon Rally Flag
- Fixed the time limit on the War for the Overworld Level 5 timed achievement, so that it now correctly reads 23 minutes, not 18 (in Simplified and Traditional Chinese)
Patch 1.6.5 (20 October 2017)
Gameplay Changes
General
- It is now vastly easier to grab gold piles from vaults
Units
Cultist
- Toned down the Cultist debuff stacking effect which previously allowed a stack of three cultists to one shot a level 10 unit
Spells
- Blood Money
- Gold Statues can now be claimed
- On Neutral ground will remain with their previous owner
- When the tile below them is claimed the statue will become owned by the new tile’s owner
- Gold Statues can be dropped on allied tiles to transfer ownership
Audio Changes
- New Audio setting “Unit Voice Volume” added, separating it from the primary SFX slider
Visual Changes
- Units dropped into Tavern Spitroast now fall in and play and SFX while being mulched
- The Dungeon Core in the menu scene plays now a pulsating VFX as intended
- Made some improvements to the Foundry textures
Map Editor Changes
- The “Paint Gold” tool in map editor now places gold piles on ground tiles, in addition to vaults or wall blocks
- Vaults in map editor which have had gold added (via “Paint Gold”) no longer spawn loose gold piles when removed
- “Paint Gold” can remove gold from vaults and tiles
Level Changes
My Pet Dungeon
- The MPD Tutorial video now has Spanish, Italian, Russian and Polish subtitles
Miscellaneous Improvements
- Several improvements to game text
- Removed some walls in the Main menu to reduce clipping on camera transitions
- Removed unnecessary logs which could eventually cause the game to slow down
Bug Fixes
Crashes
- Fixed an issue with a GOG Library causing an loading error which prevented some users from starting the game, becoming stuck on the loading screen
SFX
- Fixed an issue where the Oculus slimy SFX continued playing even if it has been killed (until fully rotten) or transformed into a golden statue
Levels
- Fixed an issue that made a loaded skirmish map incompletable when it was saved a split second before the win condition was met
Rooms
- Fixed an issue that made Garrison duplicate its buff on blocks in range each time it was reactivated
- Fixed an issue where the Beast Den would never be upgraded if a non-upgraded Beast Den was removed before upgrading
- Fixed an issue where the Garrisons active state ring would not show after saving and loading
- Fixed an issue which would made prisons with a certain non rectangular diagonal layout (stair like) spawn rats into the map origin (location 0,0,0) rather than into the prison, after many months of listening to walls and yelling “They’re in the frakin ship!”
Units
- Fixed an issue where units would not be removed from minimap when not killed by a normal attack (eg. tortured)
- Fixed an issue where dropped units never have shields again if "Always show" is selected for shields in the options menu
- Fixed an issue which caused log spam when a flying unit was fleeing too low over chasm, probably causing the game to lag for a moment
Map Editor
- Fixed map editor placed doors were logically closed but visually open when they were set to open and “Disable AI Control” was selected
Environment
- Fixed an issue which made artefacts not disappear from the artefact panel after being used when they were already present in a save game
Misc
- Fixed an issue where the menu scene would not transition to the correct part of the menu dungeon after the Load button was clicked