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Patch Notes: Bedrock Beta v0.3.0 “Krampusnacht”

Simburgur

Managing Director
Brightrock Games
Nov 10, 2011
2,864
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Brighton, UK
www.twitter.com
#1
Patch Notes: Bedrock Beta v0.3.0 “Krampusnacht”
In celebration of Subterranean Games’ second favourite holiday we’re pleased to announce a fantastic, feature-rich patch! Krampus was kind enough to put his stolen children to work, they were instrumental in helping us finish our patch before Christmas.

Find out what amazing gifts Krampus (and a few thousand nameless children) brought you this year by reading further!

A Note on Multiplayer
We have, after great deliberation, decided to remove the multiplayer feature from this patch for a variety of reasons - the main one being that it isn’t as polished as we would like. We will be adding it back once we believe the experience is solid enough.

That said, you can still join our early multiplayer test if you would like to! Head on over to this thread to learn how.
A Note on OS X & Linux
The reason for the delay in releasing this patch was that we were unable to get the OS X and Linux builds running correctly. Sadly, we still haven't been able to achieve this and as such will not be updating the OS X or Linux versions of the game just yet. Stay tuned for more updates after Christmas.
Known Issues
  • Some users are not getting a main menu upon loading the game, please read this thread for more info
  • The UI tab for rooms extends past the edge of your screen for some players playing on lower resolutions
  • The new tiling that occurs when rooms are built or sold is currently slower than intended
  • The Tavern and Spirit Chamber are visible in the Veins of Evil but cannot be unlocked
  • Debug mode can cause instability
  • After completing a level, loading another one may cause some scripted elements to not function correctly (mainly room tiling and objectives), and will occasionally crash the game
  • Certain audio (mainly worker related) will stop playing after a short while on the first map you play, this will not happen on any subsequent maps (however, some of the above issues might!)
  • Panning the camera downwards with the cursor does not work most of the time
  • Units (especially Empire units) can become unresponsive after torturing
  • Units occasionally become massive after being dropped
New Room: Prison
A fitting place for those who fall against your minions in battle; the festering rats that plague this room are the only source of food for its occupants
  • Veins: Wrath or Greed
  • Cost: 750 gold per tile
  • Unconscious enemies will be carried to the Prison by your workers
  • Units in the Prison will survive by eating delicious rats
  • Units within the Prison can be picked up and dropped into the Torture Chamber or Crypt
  • Units held captive in an enemy prison will only grant limited visibility
New Room: Torture Chamber
The stitched remains of previous occupants that line this macabre room serve as a telling precursor to the fate of any creature unfortunate enough to be a guest here
  • Veins: Wrath or Greed
  • Cost: 1500 gold per tile
  • Attracts: Succubus
  • The Torture Chamber has two modes - Corrupt and Kill (click on the prop to toggle)
  • Corruption mode will ready the unit for your Succubi to convert them to your cause (can only be used on enemy units)
  • Kill mode will burn a unit to death, this mode releases a Spirit when the unit dies
New Room: Garrison
The Garrison will grant your nearby defences and walls a magical boon - making them more difficult to destroy
  • Vein: Sloth
  • Cost: 1400 gold per tile
  • Attracts: Augre
  • Reveals fog of war, repairs defences, and grants damage resistance to defences and reinforced walls in a 3 tile radius
  • Augres can activate the props to double the radius for a short period
New Room: Barracks
The clockwork automata within the Barracks don’t fight back - but that’s no reason that your minions can’t hone their battle-skills against them
  • Vein: Wrath
  • Cost: 500 gold per tile
  • The Barracks will grant your intelligent units a place to train
  • Units can reach their max level (5) within the Barracks
New Unit: Succubus
The salacious Succubus will entice enemies with her demonic charm, and delight herself by listening to the screams of her tortured enemies
  • Attracted by: Torture Chamber, Lair, Slaughterpen
  • The Succubus works in the Torture Chamber
Returning Unit: Augre
After a four month retreat to the fiery realm of development hell, the Augre has found a new lease of life and is ready to return to the dank depths of your dungeon
  • Attracted by: Garrison, Foundry, Lair, Slaughterpen
  • The Augre works in the Foundry and the Garrison
New Unit: Spirit
These Spirits will roam the depths of the Underworld in an endless search for safe passage into the Aether
  • Spirits are acquired by burning a unit to death in the Torture Chamber
  • Spirits are immune to all damage
  • Spirits will constantly lose health as the Aether beckons them to the other side
  • Spirits will have additional uses in a future patch
New Defence: Rampart
Prolong the life of your defences by ensconcing them within a cage of steel and stone
  • Vein: Sloth
  • Cost: 600 gold & 5 defence parts
  • Ramparts can be built around most existing defences
  • Inner defences will not take damage until the Rampart is destroyed
New Defence: Bone Chiller
Chill the bones of your enemies with this frosty defence
  • Vein: Sloth
  • Cost: 600 gold & 6 defence parts
  • Constantly slows the movement speed of nearby enemies
New Spell: Chill
You’re as cold as ice / no need to sacrifice... Brimstone
  • Vein: Sloth
  • Cost: 400 Mana
  • Crystallizes Brimstone and re-freezes Permafrost in a small area for 30 seconds
  • No maps currently have Brimstone or Permafrost
New Spell: Cauterize
Torture the very earth with a wicked wave of heat
  • Vein: Wrath
  • Cost: 400 Mana
  • Softens Brimstone and thaws Permafrost in a small area for 30 seconds
  • No maps currently have Brimstone or Permafrost
Balancing
Internal testing and forum feedback has resulted in hyperinflation of the Underworld economy (roughly 1200% in just a single patch)
  • Terrain
    • Gold blocks now contain 3000 gold
    • Most blocks have had their health adjusted to speed up worker tasks small amount
  • Lair
    • Now costs 300 gold per tile
  • Slaughterpen
    • Now costs 300 gold per tile
  • Beast Den
    • Now costs 400 gold per tile
  • Vault
    • Now costs 300 gold per tile
    • Now stores 3000 gold per tile
  • Archive
    • Now costs 600 gold per tile
    • Research from the Archive is now more impactful, whereas passive research is slower
  • Foundry
    • Now costs 600 gold per tile
  • Crypt
    • Now costs 2000 gold per tile
  • Wooden Bridge
    • Now costs 200 gold per tile
  • Ballista
    • Now costs 800 gold
    • Now requires 3 defence parts
  • Wooden Door
    • Now costs 500 gold
    • Now requires 2 defence parts
  • Lightning
    • No longer ridiculously overpowered
    • Now costs 200 mana
    • Can only be used on friendly territory
    • Damage reduced to 250
    • Now stuns the target for 2 seconds
    • Moved to Sloth
  • Prophecy
    • Now costs 350 mana
    • Slightly smaller radius
  • Summon Worker
    • Base cost is now 75 mana, but will increase for every worker you have
  • Rally
    • No longer costs mana
  • Possession
    • No longer costs mana
  • Units
    • Almost every combat related stat has been rebalanced - too much to list here
    • Workers can now carry 3000 gold
Worker AI
  • Workers will now repair damaged walls and partially unclaimed tiles/rooms
  • Workers only bring back gold when either their pockets are full or (new) when no dig, mine or collect item task is within a 5 tiles radius of them
  • Worker tasks get reassigned when the currently assigned worker is unable to complete them
  • Workers now prioritize collecting corpses and unconscious enemies over other tasks
Map Update: My Little Dungeon
  • The taggable action blocks are now coloured to make them easier to remember:
    • White (Sacred Earth) block: Spawns enemy heroes
    • Red (Brimstone) block: Spawns enemy beasts
    • Earth block: Spawns enemy underworld units
    • Gold block: Toggles infinite gold and mana
  • Empire Gateway area has been adjusted to prevent some pathing/claiming issues
  • Map layout has been adjusted slightly to allow for more freedom when building your little dungeon
  • Action block unit spawns have been updated to incorporate new units
Visual Updates
  • The Ballista has a new model
  • All worker-related VFX will use team colours
  • Archive connector texture has been updated
  • Rally has a new summoning effect
  • Research in the Archive now creates extremely pretty purple lights
  • Manufacturing in the Foundry now creates extremely satisfying sparks and noises
  • The central tiles in rooms will now randomly rotate, generally making rooms look better
Other Features, Improvements & Changes
  • Roughly 18 minutes of music has been added to the game
  • Combat should now be significantly more fluid
  • You now start with 6 workers every map
  • If you have less than 6 workers, a new one will spawn after 15 seconds
  • You can now sacrifice units (both your own and imprisoned foes) by dropping them directly onto a Soul Pyre prop within your Crypt - this process takes 3 seconds and can be interrupted by picking up the unit
  • Area of Influence has been implemented, your AoI extends 1 tile beyond your claimed tiles (there is no visual feedback for this yet)
  • Gold and defence parts will be raised from the depths when you build a bridge above them
  • Gold piles on the floor now scale in size depending on how much gold they contain
  • You can now drop gold onto a Vault or Core tile and it will instantly be stored
  • Tiles and props are now outlined/highlighted when you are able to interact with them
  • Fog of War has been much improve
  • wow
  • Primary props are now always centered within rooms (e.g. Beast Den)
  • Rooms no longer build instantly, cascading building has been implemented to improve performance
  • Defences and Ghouls no longer have their mood or level signified in their unit shield
  • Micropiglets and dead units no longer have unit shields
  • Dead units now look significantly more dead
  • The loading screen has been revamped to direct the user towards the Veins of Evil
  • A functioning loading bar has been added (please note the art is placeholder!)
  • To close the Veins of Evil you can now right click, press escape, or click elsewhere within the game window
  • The tiny red x within the Veins of Evil has been removed
  • The Hunger Games map has been removed
  • The Barricade has been removed
  • Oculus Rift mode has been temporarily disabled
  • Unit and room spawning hotkeys have been removed from debug mode (we’ll bring back another way to access these features soon!)
Bug Fixes
  • The main menu should no longer fail to load for some users
  • The memory leak has been completely resolved - it was just two lines of mischievous code!
  • Units no longer fall beneath the earth while being carried by workers
  • Grabbing a worker who is carrying a unit no longer shrinks the unit
  • Units no longer continue to fight enemies when they are picked up
  • Workers now deliver defence parts reliably
  • Units now get out of the way when a door they are standing in is closed
  • Gold no longer gets stuck beneath defences
  • Units no longer get stuck within Slaughterpen props (they were trying to eat them)
  • You are now able to build defences upon tiles containing a gold pile
  • Your workers are now able to claim vanquished Dungeon Cores
  • Claiming an opponent’s room and selling it now properly updates the floor tiles to your dungeon theme
  • If you have insufficient mana to cast Summon Worker it will no longer deplete your mana pool in a dark (and futile) offering to the gods
  • Various bugs have been fixed in the Tutorial level
  • Necromancers are, sadly, no longer able to revive themselves
 
Last edited:
Nov 13, 2013
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#5
Awsome update guys, I am really glad to see we are getting some balance numbers into the game. :) and I am VERY VERY HAPPY the memory leak is finally fixed :)

Question: why were you not able to get the Tavern into the update?
I'm pretty curious since I was really looking forward to my pig cannon :(. Well, there is always next update :)

Happy Krampusnacht Day! :D
 

Simburgur

Managing Director
Brightrock Games
Nov 10, 2011
2,864
1,979
670
27
Brighton, UK
www.twitter.com
#6
Awsome update guys, I am really glad to see we are getting some balance numbers into the game. :) and I am VERY VERY HAPPY the memory leak is finally fixed :)

Question: why were you not able to get the Tavern into the update?
I'm pretty curious since I was really looking forward to my pig cannon :(. Well, there is always next update :)

Happy Krampusnacht Day! :D
We had it working, but it was missing a lot of visual polish (mainly animation) and we didn't feel it was quite ready to push.
 

Badwolf699

Ember Demon
WFTO Founder
Dec 18, 2011
2,370
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#7
This is all good :D
Would it be possible if a certain harmonic sound would be heard when Imps Tile the floor and brick up the walls?
The current sound just sounds too artificial it dosn't have the feel of magic to it as the "HAUMMM" did in DK1 & 2.
 
Likes: Cultist Joris
Nov 25, 2013
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#8
Thank you for your hard work guys!
When do you estimate the update to be online?

Now I wish all of you a happy Krampusnacht. Take a rest and have some good days ;)

 

RMJ

Firebreather
Jan 3, 2013
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Denmark
#12
Now its really starting to feel like a game. So many rooms now :)

The torture chamber is pretty damn freaky if i do say so myself.
 
Sep 20, 2013
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Parts Unknown
#15
Hey guys! Nice to hear that the new patch is out. I am a bit confused however.. Do I have to switch back to the default version of the game in order to play the new patch? I wish you a merry krampusnacht!
 

Simburgur

Managing Director
Brightrock Games
Nov 10, 2011
2,864
1,979
670
27
Brighton, UK
www.twitter.com
#16
Hey guys! Nice to hear that the new patch is out. I am a bit confused however.. Do I have to switch back to the default version of the game in order to play the new patch? I wish you a merry krampusnacht!
The patch is live on multiplayertest and default. The only difference is the html menu file (which locks the multiplayer button on the default build).
 
Dec 14, 2012
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#17
Please allow us to also use Spacebar to close the Veins of Evile. (If the X isn't making a return and this function will not support the mouse)

Debug mode can cause instability
Kinda ironic don't you think? You make a debugger to debug the game but the debugger is buggy and so it needs a debugger to debug, so you'll end up building a debugger to debug the debugger!
 
Dec 14, 2012
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#19
I actually kinda want to add a key that both opens and closes the Veins. We'll get that into the next update.
That would probably be best. The keys will, eventually, be customisable right? I imagine it will be a late addition to the game but still worth questioning.
 
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