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Compiled Hotfix Notes

Noontide

Award Winning Community Manager
Dev Team
Dec 8, 2012
2,101
1,760
700
Brighton, UK
#1
Hi Everyone,

Thanks for bearing with us while we fix up some of the issues you've been facing. We've been cracking on almost non-stop since launch fixing issues and we've been pushing out regular hot-fixes.

This thread compiles a list of all the release notes for each patch, we will be regularly updating this thread as we release more patch notes. Please let us know if you think anything in the patch notes has not been properly fixed.

Thanks for your patience,

Lee

21st of April

Hey folks,

We're mostly back up and running again, the internet has been mostly stable with some occasional drops here and there. Thank you all for your patience!

"Too many threads" crash potential workaround

We're still investigating the "Too many threads" crash as a matter of priority and we believe we may be getting closer to the root cause. Thanks in no small part to Anialator100 on our forums who has dedicated time to help us nail it down.

As part of the investigation into the issue we found that his crash was caused by V-Sync being disabled, when V-Sync is enabled the crash no longer occurs. This would seem to indicate some code is firing incorrectly when there is a significant jump in Frame Rate.

For now we believe that enabling V-Sync may be a potential work-around while we continue to hunt the errant code. Please let us know if this does or does not work for you!

WFTO v1.0.25 Patch Notes

Performance Optimisations
  • Another major optimisation to the rendering of Fog of War, roughly a 40% speed increase for FoW rendering and should improve unity's performance overall
  • Other minor performance improvements to backend systems

Bug Fixes
  • Fixed an issue where enemy units wouldn't show level up VFX
  • Fixed an incorrect camera position in the level 8 intro
  • Fixed an issue when returning to posession after a cutsene
  • The first highlight in level 1 no longer overstays it's welcome after objective completition
  • Fixed an issue where the height of objects would be incorrect on the first map loaded
  • Enemy props will no longer show highlights (Especially the torture racks on level 6)
  • Numerous fixes to home realm
  • Fixed an issue where defences on level 13 were not being properly rebuilt whne furnaces were active
  • Fixed an issue where small gaps were appearing between certain types of Empire theme tiles
  • Fixed a bug where a large square would appear when a Witch Doctor was affected by Blood Money
  • Several backend Multiplayer fixes
  • Fixed an issue where Fog of War revealers that had a growing radius were not working correctly
  • Beasts who have recently fought in the Arena will now correctly respond to their rally groups
  • Workers will no longer continue attempting to build the warding totem for ever.
  • Fixed a bug where dropping a unit next to an AI controlled dungeon could result in the unit getting struck by lightning mid-air, preventing a correct drop
  • Fixed a bug which caused prisoners and tortured units to scream for all eternity, the gods are pleased with the silence
  • Fixed an issue where the Vampire would constantly become angry faster, meaning it wasn't possible to keep him maintained on prisoners
  • Fixed an issue where language settings were not remembered for the options menu
  • Fixed GTA being unplayed by anyone on the team


Graphical & UI Changes
  • Increased height of Gargoyle health shield so it's now always visible
  • Default textures are now set to half resolution (Can be returned to full in the options menu)

Level Changes
  • It is now possible to spawn enemy waves in your Home Realm

Gameplay Changes
  • Brimstone can now store and drop gold
  • Arena kill state is now set to incapacitate by default rather than kill

Misc Changes
  • Clients should now correctly quit the game if the host leaves
  • AI will now ignore grabbed units for the purposes of threat
  • New Settings have been added to the options menu

We'll be detailing some of the things coming in the next major patch in our weekly news tomorrow so keep your eyes peeled!

Until next time Underlords!

Cheers,

Lee
16th of April

Hi all,

We've managed to rub our collective bandwidth together and squeeze another small patch down the series of tubes. This patch brings with it more performance improvements and fixes some of the more uncommon issues facing users.

Read on for the patch notes, it's a small patch but the improvements should fix some noticeable issues none the less.

  • More performance improvements related to fog of war
  • Several fixes to UI & main menu localisation
  • Fixed not being able to select unit abilities after the first 6
  • Fixed a rare error that caused projectiles to break outside of the map on C13
  • Fixed missing unit names for various bosses and other units

As always we're keen to hear about any issues you're experiencing, please report bugs directly to us on our official forums as this will help us keep track of reports much better.

Cheers,

Lee

13th of April

Hi All,

We're partially back online, our internet is still being somewhat unreliable but we've had an engineer out today who appears to have improved the situation somewhat. So we've just pushed a new patch up which should help improve performance dramatically for all players!

Other than that the patch is rather small as the improvements we've made have taken quite a bit of our time, please let us know how you're getting on with the new patch!

Performance Improvements
  • Many improvements to the Fog of War system which will result in a large performance increase across the board
  • Improved loading times

Bug Fixes
  • Fixed gold sometimes disappearing
  • Fixed several bugs with unit pathfinding
  • Fixed Skirmish AI not expanding after a certain amount of time
  • Fixed episodes 1-4 leaking

Other changes/Improvements
  • Reduced frequency of narrator jokes
  • Reduced frequency of ‘room too small’ alerts
  • Improved Skirmish AI room placement

If you're experiencing any bugs in the new patch please report them to our official forums following the guidelines in this thread.

Cheers all, we hope to see you soon with another patch, and sorry for the downtime the past few days!

10th of April


v1.0.19 Changes:
  • Localisation for German, French, Italian, Spanish, Russian and Polish updated (only 1%~ of strings are now missing/placeholder translations)
  • Fixed combat notification icon apearing when it shouldn't
  • Fixed unit panel not scrolling
  • Fixed load/save UI sorting
  • Several fixes to the Home Realm
  • Several fixes to the ending sequence
  • Fixed Home Realm achievements not triggering
  • Fixed broken Empire Tavern on C6

v1.0.20 Changes:
  • Fixed an issue that caused large portions of the map to constantly regenerate after loading a save game
- Alistair


9th of April

Hi all,

We''re just pushing a new patch up to Steam, the biggest improvement you'll see is that we've identified and fixed the memory leak that has been causing crashes and performance issues for a large portion of players. Hopefully a good number of you should see some significant improvements due to this.

Our next priority is the "Too many threads" crash and we're looking to add friendly tooltips into the game soon.

We're still hunting other issues as well and rolling out improvements in other areas of the game, if you have a bug please report it on our official forums following the guidelines in this thread, it will help us get to the bottom of your issue quicker!

As for the number of this patch being a few steps further along, .16 and .17 both had critical issues and did not pass our internal QA process.

Read on for the Full patch notes!

Bug Fixes
  • Fixed a memory leak related to the fog of war system
  • Fixed an issue where tiles were incorrectly highlighted from the start of the level
  • Deleting objects is no longer instant, avoiding a caching issue
  • Border tiles in all maps are now correctly visible and will not be inappropriately hidden by fog of war
  • Fixed an issue where the tables and props in the tavern was not saved
  • Applied a fix to the Revelation ritual, it should now work correctly
  • Saves now correctly account for tile discovery
  • Fixed Gamma resetting when starting a level
  • Fixed an issue that occured when fog of war is disabled
  • Fixed an issue where units would not gain stats when progressing to level 2
  • Units no longer show their torture progress constantly when rescued from enemy props
  • Fixed an issue where units were not properly released from torture props, so they could still be converted by an inquisitor or succubs after rescue
  • Pathing over Sacred ground no longer constitutes as difficult for the pathfinder
  • Removed unused data from the FoW system
  • Fixed a bug where the material cache was causing materials to leak
  • Fixed an issue where units were not updating fog of war
  • Fixed C10 block positions
  • Objects are now prevented from being created above walls
  • Fixed an issue that allowd units to move above walls
  • Fixed an issue where clients in multiplayer would not see their gold updating correctly
  • Fixed an issue where C10 could not be completed due to Kenos Deaths
  • Fixed AI Players not spawning workers
  • Several fixes to the arena
  • Fixed a bug where units would appear rotated incorrectly

Balance Changes
  • Units are now less likely to search for extremely long paths over land rather than water
  • Vampires will try to avoid water wherever possible
  • C8: reduced the number of enemies by about 40%
  • C8: Enemies are now level 5
  • C8: Ghouls and Necromancers are now more powerful
  • C8: Adjusted layout of final room
  • C11: Swapped water areas out for claimable bridges
  • C11: It now takes 30 minutes for Mira to charge the Kenos (Up from 20)

AI Improvements
  • Workers will no longer flee when they have important tasks to do (Building Defences, Recovering unconscious units)
  • Units will now correctly sleep when damaged
  • Worker behaviour improved when delivering objects or rescuing minions while Under attack
  • Workers now account for nearby threats when assigning tasks, the higher the threat the lower the priority.
  • Multiple misc improvements to worker behaviour and pathing
  • Other small AI Tweaks

Visuals, Audio, Etc.
  • Campaign map highlight is now green and fire texture brightness reduced
  • Empire Crypts now use the Empire Crypt tileset
  • Fixed Dwarf Granite being the wrong texture
  • Dwarf and Empire Granite are now a bit darker
  • New unit portrait for Arcanist
  • C8: Cleand up some textures
  • C11: Updated all of Mira's textures, it's very shiny now
  • C11: Fixed Granite being the wrong texture
  • C13: Carpet tileset now uses hero connectors instead of evil archive connectors
  • C13: "Dalaran" shield on now purple, matching the inhibitors
  • C13: All Empire defences and tiles are now correctly team coloured as white
  • The grass is greener on the other side of the fence
  • Added multiple highlight colours
  • Combat alert now shows a stack for the amount of units currently in combat, and flashes for each unit attacked

Other Changes
  • Made Rally target prioritisation more reliable
  • More fixes to the Game Text (Spell tooltips
  • Various minor fixes to underlying systems
  • Zooming to a location will now keep your camera orientation

We'll see you soon with more improvements, you can read the rest of our improvements over the past week in this thread.

6th of April
Hi all,

We're going to be push 1.0.15 in the very near future. This is our biggest post-release patch yet and is the result of the fact we've not pushed several smaller patches throughout the day.

Some of the issues we're now working on are incredibly complicated or difficult to reproduce, to best help us please report your bugs on our forums following the instructions in this thread[forum.subterraneangames.com]

Our #1 priority at this time is fixing the Memory Leak issues and we are currently investigating these.

Here's what you can expect in the build:

Bug Fixes
  • The Combat Status notification now flashes each time a unit is attacked
  • Give units gold by hand can now compensate for payday in addition to making units happy
  • In addition it will make units take less gold for their next payday
  • Worker Rally Icon has been replaced with the correct icon
  • Random Mendachaus jokes are now played 20% less often
  • Fixed Impasse not preventing workers from claiming enemy tiles
  • Vastly improved the claiming of enemy Dungeon Cores
  • Spirit Worker Artefact no longer persists allowing you to use it infinitely
  • Player Stat Tracking is now correctly serialised allowing it to persist through saved games
  • Fixed another NullRef bug which could be the root cause of several crashes
  • Fixed a bug where the Arena might be accessed before it is initialized
  • Fixed a bug where the wrong animation was being used on the Blade Lotus
  • Improved our Debugging tools for more useful outputs
  • Fixed an issue which allowed units to escape a map by tunnelling below impenetrable rock around the edge
  • Fixed C7 reloading
  • Knockouts are now correctly recognised by the save-load system
  • Fixed invisible Highguard on C9
  • Fixed an issue where reloading C10 would allow the Kenos to be destroyable
  • Additional checks put in place to prevent units from moving outside of map
  • Fixed Community Manager being ill[i.imgur.com] (Noontide has been quarantined)

Balance Changes
  • Cost of Acquiring sins increased slightly
  • Passive research rate of sins in skirmish and multiplayer increased slightly
  • Reduced the amount of attack speed units gain as they level from 10% to 5%
  • Increased the amount of attack power units gain as they level from 10% to 15%
  • Increased the amount of health units gain as they level from 2.5% to 7.5%
  • Increased the slow on the Skarg's lunge from 50% to 75%
  • Increased cost of payday by 150%
  • Decreased wage increase per level of units by 25%
  • Increased slap damage from 30 to 60
  • Doubled the efficiency increase gained when slapping units
  • Increased base population from 45 to 55
  • Increased Gateway population increase from 30 to 40
  • Increased speed of torture by 50% (Previous speed increase of 125% didn't actually happen)
  • Significantly reduced Lord O'Theland's Health and Damage
  • Well of Souls now locks 40 mana
  • Bombard now locks 25 mana instead of 35
  • Bone Chiller now locks 25 mana instead of 75
  • Movement speed of Kenos imbued workers has been decreased
  • Reduced rate at which Vampires get angry by 40%


Other changes
  • Added a new Sacred Earth tile-set
  • Kickstarter Founder's names added to Founder's Theme
  • Some unit labels updated
  • Mira's Chasm has had the number of Stalagmites reduced
  • Sanctuary now spawns pretty stone pentagrams on tiles that can be worked by cultists
  • A number of Gametext updates have been implemented

Please feel free to offer feedback on the patch. :)

5th of April

  • Fixed a failure to launch bug where the game would present with a black screen and then crash (See Image), hopefully this should resolve this issue for many players.
  • Corpses are now no longer added to the unit panel on loading a saved game
  • The game will no longer spam alerts after your units leave combat for unit needs and will instead wait until units have had their needs unseen to for a while
  • Game UI on Ultra-wide resolutions has been fixed
  • Fixed gold piles flying in the air after being dropped (Thanks TB!)
  • Made it so gold which is dropped into a vault or dungeon core will automatically occupy free tiles, even if gold is dropped on a occupied tile.
  • It is now simpler to drop gold onto units to increase their happiness
  • Warding totems no longer confuse Mendichaus - He'll no longer refer to them as defences
  • Fixed combat alerts coming from units which take damage over time E.g. the Frostweaver or Wraith
  • Several new unit images added to the UI
  • Set a random delay on minions payday gold gathering to spread the performance impact of pathfinding across a longer time period
  • Fixed an issue where garbage collection occurred at the same time as payday (Completely coincidentally) causing a freeze on some systems
  • Minions have been equipped with a compass, now face the right direction while working
  • Fixed the imminent destruction of Subterranean HQ by way of leaky water pipe.(Suspected sabotage by french coder)

  • Limited Combat setup potential by limiting the base power and speed of units to a maxiumm
  • Raising wraiths in C8 will properly make coprses rot and play the correct VFX
  • Disabled some alerts triggering for units in the arena
  • Improved the ability to drop defense parts with the hand of evil
  • Fixed broken event which tracks the gold mined during level
  • Fixed broken translation keys in the debrief screen
  • Fixed a float overflow causing some performance issues
  • Fixed a null reference when reloading from a save file
  • Fixed a performance issue related to pig spawning
  • Fixed a null reference on C2 which could cause issues, should also now be reloadable even during cutscnees
  • Fixed several issues with loading save files

4th of April


  • Tavern oven capacity increased by 200%
  • Room too small notifications should now trigger less often
  • Fixed a bug introduced in V1.0.9 that broke the Tavern (oops)
  • Cleaned up minimap ping colours
  • Fixed Cultists leaving the Sanctuary when there's still a Ritual to complete
  • Fixed infinite Spirit Workers spawning from the Spirit Workers artefact
  • Fixed an issue with Spirit Workers after saving/loading
  • Wraiths summoned by the Necromancer and the Archon now only last 15 seconds, but will heal themselves massively when attacking
  • Wraiths summoned through other means now die slightly faster
  • Doubled the gold cost and build time of Replacement Earth
  • Increased Torture speed by 125%
  • Fixed a crash caused by Skargs in combat
  • Fixed a crash caused when a non-existent audio file is called
  • Potentially fixed an issue that caused units and defences to not die once they reached 0 health
  • Level 8: Boss is now level 10
  • Level 8: Emperor's Crypt now actually has the Emperor's Statue on it (it had been stolen by the Priestess's Crypt)
  • Severely increased game performance when loadng saves on certain levels
  • Fixed Matriarchs committing suicide with their level 5 ability (Spirit Army)
  • Updated main menu text
  • Unit attack speed now capped at 2.5

3rd of April

We've just pushed another Hotfix live here are a few of the fixes you should be able to see in this patch:

If you're still having issues please report them to our official forums this is the best place to have your bugs addressed as soon as possible.

V1.0.9
  • Exiting posession no longer skips dialogue
  • Added a red minimap ping when combat is occuring
  • Fixed an issue where the ritual did not finish correctly on C5, preventing the mission from being completed
  • Fixed a bug where linux systems with multiple monitors would use an extremely large resolution
  • Soundtrack DLC has now been added into the root directory for Underlord Edition owners
  • Veins of evil now unlock correctly in the Home Realm
  • When the Narrator is speaking in the home realm other sounds are now dimmed correctly
  • Made some updates to unhappy and no room alerts
  • Prisoners on C6 will now appropriately update objectives
  • Decreased texture resolution of many unimportant textures
  • Fixed a bug where timestamps on save games weren't translated into something a human could read
  • Tweaks to the Tavern, Artefact Icons and Gametext
  • Added Mini-map pings for unit entry and anger
  • Added VFX to the death of Sappers, Dwarven Workers and Spectres
  • Underlord Marcus now uses lightning every 5 seconds rather than every 3
  • Added feedback to unit shields in the form of flashing colours when a unit is angry or mad
  • Fixed a bug which caused Coders to fall asleep, Red Bull code has been injected.

We'll no doubt be pushing another hotfix before we're off tonight, so keep your eyes peeled :)
We've just pushed another Hotfix live here are a few of the fixes you should be able to see in this patch:

If you're still having issues please report them to our official forums this is the best place to have your bugs addressed as soon as possible.

  • Audio lines should no longer skip during pause
  • Fixed a bug where blocks would float after claiming an enemy dungeon
  • Fixed a bug where sound volume was not being set when the level changed
  • Fixed an issue where if the beast den in C4 was expanded before being claimed no units would be spawned
  • Fixed an issue where the line for Blood Money would continue to repeat on C6, causing the game to become uncompletable

We'll have another patch in a few hours from now.
Hi All, thanks for your continued patience as we work to fix some of the issues you're facing.

We've pushed four more hotfix patches over the course of today, please find the notes below and let us know if you're still facing issues.

V1.0.4 & 1.0.5
  • Reset campaign button added (please note: broken right now unless you have completed the campaign - You'll get given every level completion achievement. Fix for this is coming very shortly)
  • Fixes to levels not completing (specifically C3, 4, and 6).
  • Added level numbers to level briefing screens
  • Balance tweaks to levels 5 (The Rear Guard) and 7 (Heart Attack), more setup time and less frequent enemy spawning
  • Wraiths in C8 should now deal more damage to the big doors
  • Updated Watergates in C8 to look less like doors and more like walls (as they cannot be destroyed)
V1.0.6
  • Fixed torches not being impacted by volume settings
  • Fixed ending of C6 being silent and taking a long time
  • Fixed preplaced Taverns not working (on C5 and 6 specifically)
  • Fixed Mira's core floating in C10 and C11
  • Fixed ability descriptions not showing
  • Fixed reset campaign button actually completing the campaign (whoops)
  • Fixed 'Indy' achievement not awarding correctly
V1.0.7
  • Fixed Game Settings not saving and reloading on game start.

2nd of April


Hi Folks,

We've been working hard on fixing some of the critical bugs some of you have been encountering since launch. Here's some of the patch notes for Version 1.0.1 to 1.0.3 which were pushed during the course of the 2nd of April.

  • Fixed an issue which ocassionally caused levels to be unfinishable
  • Fixed an issue with C3 where enemy units would not path correctly
  • You can now drop potions on the cauldron icon in the potions tab to return a potion to a free Cauldron
  • Exiting to desktop via in game menu will no longer present a Bedrock Beta screen
  • Players will now properly have all Veins unlocked after completing Campaign level 13
  • Implemented a combat status icon, when in combat you'll have a combat notification, if you click on it to be taken to combat
  • Fixed patrols and pathing issues which caused units to go idle in combat
  • Fixed a stack overflow which caused huge framerate drops if the Dungeon Core is attacked on Campaign level 3
  • Mouse cursor should no longer disappear at the end of some levels under certain conditions
  • Fixed some audio and visual alerts not being triggered for combat & dungeon core damage

V1.0.4 should be pushed at some point today :)
 
Last edited:

Randy19

Firebreather
Apr 16, 2014
227
81
265
25
Germany
#4
Woooo! Updatemania!

But that's fine. Updates are always good ^^

Will we get patchnotes for 1.0.4 as well?

Edit: And i just noticed my game reads 1.0.5. Yer another update or 1.0.4 with a different name? If former: Patchnotes? :)
 
Last edited:
Likes: Psycix
Mar 26, 2015
21
3
120
25
#5
I want to know the patch notes aswell! ;D Because i can play now without crashing so i guess you did something with the memory leak? I must be a rather big update because 1.0.3-1.0.7 is a big jump! The game still got preformance issues but not as much as before, the game only use 1,7gb now instead of 4,1gb but that could because i decreased the amout of textures! Anyway tyvm for the swift updates!
 

Randy19

Firebreather
Apr 16, 2014
227
81
265
25
Germany
#6
wait 1.0.7? ANOTHER 2 Patches? Man i like when developers support their game after release but this is ridicilous! Tomorrow when i wake up i'll patch up to 1.0.36 or so! XD

EDIT: And there goes 1.8.... jesus.
 
Last edited:

Kinson

Spirit
Backer
Nov 22, 2012
23
3
130
37
Bakersfield, California
#7
Thank you for all the work the team has put into getting these fixes out. It is awesome to know issues will be taken care of instead of waiting in silence 3 months. Awesome job!
 
Oct 17, 2013
181
59
175
36
#8
I get a bug that doesn't allow you scroll through all the creatures in the creature panel (as in the left and right buttons don't appear), this occurs when i have more creature types than is viewable in the panel.
 

Noontide

Award Winning Community Manager
Dev Team
Dec 8, 2012
2,101
1,760
700
Brighton, UK
#10
Hi Everyone,

Thanks for bearing with us while we fix up some of the issues you've been facing. We've been cracking on almost non-stop since launch fixing issues and we've been pushing out regular hot-fixes.

This thread compiles a list of all the release notes for each patch, we will be regularly updating this thread as we release more patch notes. Please let us know if you think anything in the patch notes has not been properly fixed.

Thanks for your patience,

Lee

3rd of April

We've just pushed another Hotfix live here are a few of the fixes you should be able to see in this patch:

If you're still having issues please report them to our official forums this is the best place to have your bugs addressed as soon as possible.

V1.0.9
  • Exiting posession no longer skips dialogue
  • Added a red minimap ping when combat is occuring
  • Fixed an issue where the ritual did not finish correctly on C5, preventing the mission from being completed
  • Fixed a bug where linux systems with multiple monitors would use an extremely large resolution
  • Soundtrack DLC has now been added into the root directory for Underlord Edition owners
  • Veins of evil now unlock correctly in the Home Realm
  • When the Narrator is speaking in the home realm other sounds are now dimmed correctly
  • Made some updates to unhappy and no room alerts
  • Prisoners on C6 will now appropriately update objectives
  • Decreased texture resolution of many unimportant textures
  • Fixed a bug where timestamps on save games weren't translated into something a human could read
  • Tweaks to the Tavern, Artefact Icons and Gametext
  • Added Mini-map pings for unit entry and anger
  • Added VFX to the death of Sappers, Dwarven Workers and Spectres
  • Underlord Marcus now uses lightning every 5 seconds rather than every 3
  • Added feedback to unit shields in the form of flashing colours when a unit is angry or mad
  • Fixed a bug which caused Coders to fall asleep, Red Bull code has been injected.

We'll no doubt be pushing another hotfix before we're off tonight, so keep your eyes peeled :)
We've just pushed another Hotfix live here are a few of the fixes you should be able to see in this patch:

If you're still having issues please report them to our official forums this is the best place to have your bugs addressed as soon as possible.

  • Audio lines should no longer skip during pause
  • Fixed a bug where blocks would float after claiming an enemy dungeon
  • Fixed a bug where sound volume was not being set when the level changed
  • Fixed an issue where if the beast den in C4 was expanded before being claimed no units would be spawned
  • Fixed an issue where the line for Blood Money would continue to repeat on C6, causing the game to become uncompletable

We'll have another patch in a few hours from now.
Hi All, thanks for your continued patience as we work to fix some of the issues you're facing.

We've pushed four more hotfix patches over the course of today, please find the notes below and let us know if you're still facing issues.

V1.0.4 & 1.0.5
  • Reset campaign button added (please note: broken right now unless you have completed the campaign - You'll get given every level completion achievement. Fix for this is coming very shortly)
  • Fixes to levels not completing (specifically C3, 4, and 6).
  • Added level numbers to level briefing screens
  • Balance tweaks to levels 5 (The Rear Guard) and 7 (Heart Attack), more setup time and less frequent enemy spawning
  • Wraiths in C8 should now deal more damage to the big doors
  • Updated Watergates in C8 to look less like doors and more like walls (as they cannot be destroyed)
V1.0.6
  • Fixed torches not being impacted by volume settings
  • Fixed ending of C6 being silent and taking a long time
  • Fixed preplaced Taverns not working (on C5 and 6 specifically)
  • Fixed Mira's core floating in C10 and C11
  • Fixed ability descriptions not showing
  • Fixed reset campaign button actually completing the campaign (whoops)
  • Fixed 'Indy' achievement not awarding correctly
V1.0.7
  • Fixed Game Settings not saving and reloading on game start.

2nd of April


Hi Folks,

We've been working hard on fixing some of the critical bugs some of you have been encountering since launch. Here's some of the patch notes for Version 1.0.1 to 1.0.3 which were pushed during the course of the 2nd of April.

  • Fixed an issue which ocassionally caused levels to be unfinishable
  • Fixed an issue with C3 where enemy units would not path correctly
  • You can now drop potions on the cauldron icon in the potions tab to return a potion to a free Cauldron
  • Exiting to desktop via in game menu will no longer present a Bedrock Beta screen
  • Players will now properly have all Veins unlocked after completing Campaign level 13
  • Implemented a combat status icon, when in combat you'll have a combat notification, if you click on it to be taken to combat
  • Fixed patrols and pathing issues which caused units to go idle in combat
  • Fixed a stack overflow which caused huge framerate drops if the Dungeon Core is attacked on Campaign level 3
  • Mouse cursor should no longer disappear at the end of some levels under certain conditions
  • Fixed some audio and visual alerts not being triggered for combat & dungeon core damage

V1.0.4 should be pushed at some point today :)
 
Last edited:
Oct 17, 2013
181
59
175
36
#11
I'm very impressed with how hard you guys have been working to stamp out all the bugs. And very appreciative as well!
 
Sep 17, 2013
69
61
150
31
Scotland
#14
Campaign level 4 is now, apparently, completely unplayable. The game never registers the fact that you've put an underminer on the flashing tile, even after the brimstone has been blown up.
 

Noontide

Award Winning Community Manager
Dev Team
Dec 8, 2012
2,101
1,760
700
Brighton, UK
#15
Campaign level 4 is now, apparently, completely unplayable. The game never registers the fact that you've put an underminer on the flashing tile, even after the brimstone has been blown up.
Very strange, as soon as you posted I went to check it on the public build and I can confirm it triggers fine for me, can you give it another shot and see what happens?
 
Sep 17, 2013
69
61
150
31
Scotland
#17
It's working this time. Could it have anything to do with having a save from the version before the last hotfix? Once I deleted the savegame, it was fine.
 

Chona

Blood Imp
Apr 4, 2015
6
3
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32
#19
Hi Thank you for the updates ,

I was hoping that you would fix this , but for the past 3 hot-fixes I haven't been able to scroll on my creature collection I know i have a which doctor but there are no scrollbars to select him from the menu
 
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Moreum

Crackpot
Founder
Feb 6, 2013
222
97
345
33
New York, USA
#20
Hi Thank you for the updates ,

I was hoping that you would fix this , but for the past 3 hot-fixes I haven't been able to scroll on my creature collection I know i have a which doctor but there are no scrollbars to select him from the menu
This seems to be the case where one more type of creature added it's not scrolled but then if one more type shows up meaning extra two then it would scroll not sure if it's a bug though somebody please confirm so we can put it for the bug report.
 
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