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Patch Notes: Bedrock Beta v0.4.0 "Überlord"

Simburgur

Managing Director
Brightrock Games
Nov 10, 2011
2,864
1,979
670
27
Brighton, UK
www.twitter.com
#1
Patch Notes: Bedrock Beta v0.4.0 "Überlord"
OS X
Unfortunately we are still have issues with our OS X build and as such we are not updating the OS X version of the game at this time. We're awaiting a fix from Unity and will update you whenever we have news. Please see this post for more information.
Linux
There is not yet a working Linux build of v0.4.0, we hope to resolve this soon and will update you as soon as we have news.
Known Issues
Please don't report these
  • Some objects are rendering without transparency (most notably: unit shields)
  • FPS drops in Rhaskos' Domain
  • Gargoyles do not stop firin' their lazer
  • Rhaskos' core refuses to die, therefore it is currently impossible to beat Rhaskos' Domain right now
Work-In-Progress Features
The following features are not yet complete and may be a bit rough around the edges!
  • New UI - Unit Grouping has been temporarily removed whilst we work on finishing it up
  • Stumpy’s Challenge level
  • The UI used to access Potions and Rituals
  • VFX/user feedback for Potions and Rituals
  • Subtitles
  • Beastmaster visuals (currently a recoloured Chunder)
  • Arena visuals (currently a recoloured Prison)
  • Arena/Beastmaster mechanics
  • Spirit Chamber/Witch Doctor visuals & mechanics
  • Gargoyle visuals
  • Ember Demon/Ember Rift visuals & mechanics
  • Tavern visuals & mechanics
If you encounter any bugs or issues please post up a thread in our bug report forums. If this is your first time using the bug report forum, please familiarise yourself with the bug report guidelines.

Veins of Evil Redesign
We've redesigned the Veins of Evil to enhance the choices available to the player throughout each level
  • We've removed Greed from the Veins of Evil and replaced it with a much larger ‘Neutral’ Vein in the center
  • Wrath and Sloth have 1-2 aspects per tier, Neutral has 2-4 aspects per tier
  • Wrath and Sloth progress as they did before: Unlocking any aspect will allow you to access the next tier of aspects within that Vein
  • The Neutral Vein acts differently: A new tier is unlocked for every 2 aspects unlocked across the entire Veins (including Wrath and Sloth)
  • See WFTO Wednesday #63 for more information on this change
New GUI
The long-awaited sequel to our placeholder UI is unleashed! There’s too much to explain in text, so our community manager Lee ‘Noontide’ Moon has put together a video explaining it in detail:


Heat System Revamp
Our devilish janitors have been hard at work at the underworld's underlying pipes, and as a result the heat system has been made a lot cooler.
  • Reception of the heat system was good, there was just a tad too much depth to it - we're reworking it to keep the cool parts and remove any ambiguity and confusion
  • Permafrost
    • As before, impenetrable to start with
    • Once affected by Cauterise, will become thawed permafrost (which acts as a normal tile, just has additional health)
    • Does not revert back to normal Permafrost over time
    • Does not revert back to normal Permafrost if Chill is used
  • Brimstone
    • Can no longer be fortified
    • Will have less HP than it currently does (similar to the current 'Softened Brimstone')
    • Once affected by Chill, will become Crystallised Brimstone (which can be fortified)
    • Crystallised Brimstone is no longer impenetrable
    • Does not revert back to normal Brimstone over time
    • Does not revert back to normal Brimstone if Cauterise is used
    • 'Softened Brimstone' removed
  • Chill
    • As described above, can be used to permanently crystallise Brimstone
    • Unit slowing function removed
    • Now grants all tiles in the affected area a buff which reduces all damage taken by 50% for 10 seconds
    • Does not disable the Cauterise debuff
  • Cauterise
    • As described above, can be used to permanently thaw Permafrost
    • Damage amplification on unit function removed
    • Now grants all tiles in the affected area a debuff which increases all damage taken by 100% for 10 seconds
    • Does not disable the Chill buff
Rebuilt Levels: Lord O'Theland & Rhaskos' Domain
  • The Tutorial and Rhaskos Domain have been rebuilt from the ground up!
  • The Tutorial is now much simpler and gets right to the point of teaching new players the basics of the game, but Lord O'Theland is still as annoying and pompous as ever
  • Rhaskos' Domain now gives the player a bit more freedom and introduces them to using the Undermines
  • We'll leave these for you to explore!
New Level: Stumpy's Challenge (Survival Test)
  • We've been building a Survival level as a prototype for the Flex Goal voting and to help us expand and refine our level scripting tool
  • I'll update this post shortly with more details
Room: Sanctuary
Give your enemies a taste of the Cultists’ blood magic; channel and unleash powerful rituals from within this unholy fane
  • Vein: Neutral
  • Cost: 900 gold per tile
  • Please note that the UI used to access this room is currently placeholder
  • The Sanctuary is used to access and perform Rituals
  • Attracts Cultists to your dungeon (if you do not already have an Archive)
  • Clicking on the altar prop will allow you to access the (currently placeholder) Ritual panel
  • Selecting a Ritual will cause your Cultist’s to channel it
  • Once complete, you can click the button in the Ritual panel again in order to cast it
Room: Alchemy Lab
Bubbling, caustic, often fatal-if-ingested goop ready to be spooned into a bottle and tossed carelessly upon allies and foes alike
  • Vein: Neutral
  • Cost: 600 gold per tile
  • Please note that the UI used to access this room is currently placeholder
  • The Alchemy Lab is used to access and brew Potions
  • Attract the Crackpot to your dungeon
  • Clicking on a cauldron prop will allow you to access the (currently placeholder) Potion panel
  • Selecting a Potion will assign that cauldron to brew that potion
  • A Crackpot will then come and work the prop - all Potions currently take 30 seconds to brew (before any efficiency increases or decreases, such as the Obey spell)
  • Once a Potion is complete it will float above the cauldron, simply left click on it to pick it up, and right click to drop it
Room: Spirit Chamber
What better way to recycle the dead than by channeling their experiences into the living?
  • Vein: Neutral
  • Cost: 2000 gold per tile
  • Please note that the Spirit Chamber is not yet fully functional, but it is very pretty
  • The Spirit Chamber can be used to impart the knowledge of fallen warriors into your units, training them at an incredibly quick pace
  • Attracts the Witch Doctor to your dungeon
  • To do this, drop a unit on one of the podiums and wait for one of your Witch Doctors to begin their work (please note that there is currently no visual feedback for this process beyond the unit gaining levels)
  • This process will lock up 200 mana for its entire duration and steadily drain your gold reserves
Room: Arena
Watch your minions bash one another’s brains in to provide entertainment for all
  • Please note that the artwork for this room is currently placeholder (it is currently a recoloured Prison)
  • Please also note that the Arena is not yet fully functional
  • Vein: Wrath
  • Cost: 1000 gold per tile
  • The Arena is used to train your Beasts and entertain your other units
  • Attracts the Beastmaster to your dungeon
  • The Beastmaster will gather Beats from your dungeon and throw them into the Arena to duel each other, granting them both a substantial experience boost
  • This process is fully automatic, but you can also drop any unit into the Arena for them to partake in the proceedings
  • Prisoners may be dropped in the arena to be executed
Room: Tavern
After finally sobering up from their last attempts to open the Tavern, your Gnarlings have finally finished setting up the Spit Roast and the Tavern is now open for business
  • Please note that the animations & VFX for this room are currently placeholder
  • Please also note that the Tavern is not yet fully functional
  • Vein: Neutral
  • Cost: 500 gold per tile
  • The Tavern is used to feed and entertain your intelligent minions
  • Gnarlings and Workers will bring pigs to the oven, which will then shoot (currently invisible) food onto the tables
Spell: Shockwave
Blast foes back with a vicious wave of energy; mind the lava
  • Vein: Sloth
  • Cost: 400 mana
  • Knocks all units in a small radius away from the cursor, stunning them for 1 second
  • Units closer to the cursor are knocked a greater distance
  • Lighter units are knocked a greater distance
Spell: Blood Money
Turn that hemoglobin into hemogolden
  • Vein: Neutral
  • Cost: 400 mana
  • Transforms a unit to solid gold, killing it and allowing your workers to mine it for gold
  • 5 second channel time, can be interrupted with a slap
  • Can be used on prisoners and your own minions
  • Cannot be used on enemies that are not imprisoned
  • Can slap the gilded minion to crumble it into gold instead of waiting for your workers
Spell: Heal
Does exactly what it says on the tin
  • Vein: Wrath
  • Cost: 250 mana
  • Heals a single unit
  • Heal amount scales with the units maximum health
  • Can be used anywhere on the map
Spell: Obey
For when a slap isn’t enough… or if you delight in seeing your minions mess themselves
  • Vein: Neutral
  • Cost: 200 mana
  • Forces a single unit to work, causing him to ignore his bodily needs and become incredibly productive for a short period of time
Spell: Summon Defence Part
First wooden boxes - then the world!
  • Vein: Sloth
  • Cost: 300 mana
  • Summons a single defence part under the cursor
  • Can only be used within your territory
  • If used on top of a defence blueprint the part will be instantly added to it
Spell: Magical Meat
Voted fastest food in the Underworld
  • Vein: Wrath
  • Cost: 500 mana
  • Summons 10 succulent piglets anywhere on the map
  • Nearby friendly units will rush to fulfill their hunger need
Ritual: Uprising
The Standing Dead will air its first episode August 15
  • Vein: Neutral
  • Preparation: 600 units
  • Instantly raises any Ghouls stored in your Crypt
  • They will wait in the Crypt until they are claimed by a friendly Necromancer
Ritual: Avarice
Who needs mana when you can drown your enemies in piles of gleaming, glorious coins?
  • Vein: Neutral
  • Preparation: 300 units
  • Slowly drains your mana and converts it into gold
Ritual: Fortify
Blaze a trail, explore the depths - now with 100% less risk!
  • Vein: Sloth
  • Preparation: 150 units
  • Instantly fortifies and repairs any wall tiles bordering your territory
Ritual: Wither
Whether your mana is thither or you have left but a sliver - Wither will give cause to your shivers
  • Vein: Wrath
  • Preparation: 900 units
  • Causes your enemy’s mana to not regenerate for 20 seconds
  • Locks 300 mana whilst being prepared
  • As enemy Underlords do not currently cast spells in single player - this ritual is only useful in multiplayer
Potion: Quick-Freeze
Ice is nice
  • Vein: Sloth
  • Cost: 2500 gold
  • Freezes a 3-by-3 area of the map solid for 15 seconds, preventing units from taking action and blocks from being mined
Potion: Work-A-Lot
Backhand in a bottle - twice as effective!
  • Vein: Neutral
  • Cost: 1000 gold
  • Dramatically increases the work efficiency of units in a small radius
Potion: Transmutation
Turns out… turning gold into gold is child’s play
  • Vein: Neutral
  • Cost: 3000 gold
  • Adds gold to any earth tiles in a small radius
  • Max of 3000 gold per tile
  • Max of 10000 gold total
  • We came to the conclusion that the passive gold generation ability of the Alchemy Lab wasn’t going to create interesting gameplay, so we moved the ability to create gold into a potion that requires some interaction to use and has some risk involved
Defence: Underminer
A sure way to make an explosive entrance
  • Vein: Wrath
  • Cost: 2000 gold & 3 defence parts
  • Can be placed anywhere on the map, not just on your own claimed territory
Defence: Replacement Wall
A reliable way to combat OCD after a misclick
  • Please note that the artwork for this defence is currently placeholder
  • Vein: Sloth
  • Cost: 1500 gold & 2 defence parts
  • Once completed, will spawn a claimed wall tile after a 5 second delay
  • Very vulnerable to attack during the 5 second wind up time
Defence: Gargoyle
The Gargoyle is back!
  • Vein: Sloth
  • Cost: 2500 gold & 6 defence parts
  • The Gargoyle fires a powerful energy beam directly in front of it, and cannot rotate on its own or fire outside of the row of tiles in front of it
  • Clicking on the Gargoyle will rotate it by 90 degrees
  • The Gargoyle doesn’t use any mana by default, but when firing it will lock up 100 mana
Defence/Unit: Ember Rift/Ember Demon
Folks, flamboyant fiery fun is functioning. Face the facts, for flawless fire further fulfills our final fixture: the Ember Demon has arrived.. mostly
  • Please note that the artwork for this defence is currently placeholder
  • Vein: Wrath
  • Cost: 5000 gold & 5 defence parts
  • Locks 150 mana
  • Once built, the Ember Rift will spawn an Ember Demon
  • The Ember Demon is a being of pure fire, whose only purpose is to seek out and destroy your enemies
  • If killed, the Ember Demon will respawn at its Ember Rift after 60 seconds
  • If the Ember Rift is destroyed its Ember Demon is instantly banished back to the Aether
Unit: Witch Doctor
The Witch Doctor will happily provide his services to channel the memories of fallen foes into your own minions by exerting his strange skills within the mystic walls of the Spirit Chamber
  • Attracted by and works in the Spirit Chamber (see above)
  • Abilities are heavily focused on buffing and supporting his allies - see WFTO Wednesday #27 for details
Unit: Crackpot
The slightly batty - sometimes brilliant - Crackpot will gleefully work within the acrid halls of your Alchemy Lab in an attempt to bend the laws of nature to his own will
  • Attracted by and works in the Alchemy Lab
  • Abilities are a mix of offense and defence - see WFTO Wednesday #58 for details
Unit: Beastmaster
The fearless Beastmaster will happily train your beasts within the sunken pit of your Beast Den to empower their bloodthirsty nature
  • Please note that the artwork for this unit is entirely placeholder (he is currently a blue Chunder)
  • Attracted by and works in the Arena
  • Abilities focus on improving the effectiveness of Beasts - see WFTO Wednesday #60 for details
Terrain: Natural Bridge
You shall now pass!
  • Special type of bridge only usable in the map editor
  • Can be placed over water, lava, and chasm
  • Can be claimed (and acts as any other bridge once it has been)
  • Cannot be sold or destroyed
Visual Improvements
  • We’ve started the process of rebuilding almost every shader in the game, many things should seem slightly prettier!
  • Ceilings have been added for possession mode
    • Please note that this is an early implementation and they will be receiving a second pass in the coming months
  • Units, having grown tired of their standard issue beds, have taken up DIY and constructed their own
    • Please note that some units are still using the old beds and units with the new beds may not animate correctly whilst sleeping
  • Ownership gems on wall tops have been completely reworked, sunglasses purchased in order to play WFTO comfortably are non-refundable
  • Prop preview now shows ghosts of props that will be placed when a room is built
  • Recall will now obey team colours
  • Connectors are now highlighted when neighboring tiles are tagged
  • Ballistae now randomly rotate when idle
  • It is now possible for higher tier backers to select Kickstarter and Founder’s themes in multiplayer
  • Combat visuals have been cleaned up slightly
  • Cauterise is now visible within the Fog of War
  • Workers now change their appearance to reflect team colours
  • Lair pillars will now orient itself at random 90 degree angles
Other Features, Improvements & Changes
  • The icon of the currently selected aspect is now displayed next to the cursor, along with its gold or mana cost
    • Gold cost of rooms will update as you click and drag
  • Workers are now 30-40% slower at most tasks
    • Enemy walls specifically take much longer to dig through
  • Units will now move 80% slower when you hover the cursor over them
  • Unit spawning has been adjusted to be less spammy at the start of each map
  • You can now drop defence parts directly onto a blueprint
  • Workers no longer cost mana to summon but will permanently lock up 50 mana each for as long as they are alive (your first 5 workers are still free and will respawn if killed)
  • You can now drop workers onto your core which will unsummon them and grant you 50 mana
  • Through the study of underground wildlife documentaries we have improved micropiglet behaviour to be far more natural
  • Several new sound effects have been added to the game
  • Units will now pick a random spot in the Lair to make their beds
  • You can now dispose of unwanted minions by dropping them down a Gateway
  • You can now rotate the camera by holding down the middle mouse button
  • The Prison is now infested with nutritious (if filthy) rats
  • Defence blueprints can now be sold
  • The Bone Chiller’s slow effect and radius have been reduced
  • The Augre (after a wicked training montage) should now move a bit faster
  • The Garrison’s active aura duration and range have both been increased
  • Please note that the VFX have not been updated to reflect this yet
  • Units now drop any gold they were carrying when they die
  • Objects, such as gold, that are on tiles when a room is built will be moved to the edge of the room
  • Workers now only reinforce walls from tiles owned by their Underlord
  • Any objects that spawn on inaccessible tiles in the prison will be moved to the edge
  • Prisoners are no longer able to die in the prison
  • Empire units will now use their corrupted textures when corrupted in a Torture Chamber
  • If part of a room cannot be afforded, the entire build area will turn red and the room will not be built on mouse button release
  • Bridges may now be built under knocked out units
  • Unit work animations now speed up and slow down to reflect their current work efficiency
  • The Ballista defence now locks up 25 mana for each that is built
  • The Bone Chiller defence now locks up 75 mana for each that is built
  • Some code optimisations herald a few performance improvements
  • It is now possible to change terrain on a map via the debug console (see: this thread)
  • Genetic modification undertaken in the Alchemy Lab has resulted in micro-piglets that will expire a short time after they escape the Slaughterpen
  • Added some Natural Bridge tiles to Mudbox
  • Added new rooms to Mudbox
  • Minor adjustments to doorways in Mudbox dungeon
  • Updated My Little Dungeon to spawn a wider variety of enemies
  • Hollow (the map with infinite gold) now prevents gold piles from spawning and littering the map
Bug Fixes
  • Fixed a bunch of crash to desktop bugs
  • The last defence part for a defence should no longer prematurely explode when picked up by a worker
  • The hand will now correctly drop objects on friendly units rather than issuing a rude slap
  • VFX for Recall will no longer persist in perpetuity
  • Clients in Multiplayer should now see Recall VFX correctly
  • As a Client in Multiplayer cancelling a room build will no longer cause your tiles to change to the host’s colour
  • Tiles dug out by an opponent in Multiplayer will no longer tag as if missing for the opposing player
  • Defences are now correctly completed and do not remain as blueprints under certain conditions
  • The Necromancer’s have tweaked their foul magiks -- Crypt Pyres will now kill enemy units instead of turning them into giants
  • Micropiglets can no longer protest against poor work conditions by blocking room placement
  • Alt+Enter should no longer crash the game
  • Wall props will no longer spawn on top of one another
  • Prison escapees will no longer stand around dumbstruck and will now fight their previous captors
  • Being defeated in Multiplayer should no longer crash the game
  • Lord’O’Theland was given laser eye surgery and should have less trouble hitting your workers
  • Various bugs with the hand on the main menu have been corrected
  • The tile selection box is no longer visible while in Possession
  • Dismissing an Impasse flag that overlaps with another Impasse flag will no longer incorrectly cause overlapped tiles to be claimable
  • Thawed Permafrost will now actually be tagged when you click on it in the Fog of War
  • Barracks props are no longer suspended slightly above the floor
  • The Bone Chiller no longer rotates while it is still a blueprint
  • Building bridges should no longer cause nearby water and lava tiles to rotate
  • Unit movement for multiplayer clients should be considerably smoother and more natural
  • Projectiles fired by a Bafu are now able to hit enemies
  • Rally and Impasse flags placed by opponents in Multiplayer are no longer visible in Fog of War
  • Hosting a second Multiplayer Match without restarting the game will no longer cause the host to crash
  • Units were forced to attend an “aimed anger course” - they will no longer attack their own Rally flags after all nearby enemies are unconscious
  • Enemy units will no longer randomly float and clip through the level for clients in Multiplayer
  • It is no longer possible to open and close enemy doors
  • Existing rooms now have the correct wall mesh and textures for South and West walls
  • Room connectors for pre-built rooms now update correctly
  • Units picked up out of lava now shake off the burning bits and shouldn’t take additional damage
  • Augres will now keep Garrison props active
  • Necromancers now feel drained after spawning a Ghoul from a Crypt - they should now raise their undead army at a much slower pace
  • The cursor will no longer scroll the view prematurely on super high res displays
  • Columns in My Little Dungeon no longer spawn incorrect units for their type. Super-units should no longer spawn from any column
  • Juggernauts no longer spawn on My Little Dungeon with incorrect health values
  • Units spawned in My Little Dungeon will now always head towards your Dungeon Core
  • The Beast spawn tile in My Little Dungeon will no longer occasionally spawn friendly Beasts
  • To please our Succubi — clients in multiplayer should now be able to place units in Torture Chamber props without them escaping
  • Clients in multiplayer now see the Crypt animations appear on their Pyres instead of the center of the room
  • Cursor light is now mapped correctly against the hand
  • Defences can now be sold under all circumstances
  • Connectors on Empire walls now disappear correctly when wall is removed
  • The potholes in the Slaughterpen floor have been filled in
  • Blueprints no longer hold sway over the physical plane and shouldn’t block units from moving through them under any circumstances
  • Doors can no longer be toggled while in blueprint state
  • Workers have attended portal therapy and now do not run in fear from enemy doors
  • In addition they will no longer treat recently opened doors as if they were walls
  • Workers have attended anger therapy and will no longer drop whatever they are doing and charge nearby enemy doors
  • Defence blueprints that are unreachable but have defence parts on the way will no longer spontaneously complete
  • Pigs no longer get stuck in their own houses, hungry units everywhere rejoice
  • Units should no longer become stuck in wall connectors, walls or other small props
  • Units should no longer become stuck within the Dungeon Core or on Prison fences
  • Worker’s Union disbanded! Workers should no longer reinforce enemy walls they were attempting to excavate
  • Workers are no longer invincible and/or impossible to hit
  • New units that have spawned will now respond immediately to the “all units” rally flag
  • An unknown VFX that was playing when dropping multiple units has been removed
  • Units must now fully eat their micropiglets to fill their “happiness” meter
  • Underminers can now be built on unclaimed ground
  • Doors should now always correctly reflect their open/closed state
  • O’theland realized piracy is going out of style and will no longer swing his sabre randomly while moving
  • Gold tiles will now drop gold when destroyed by an Underminer
  • Fixed a problem with O’thelands audio - now 20% more face-punchingly annoying
  • After a brief battle with laryngitis the Advisor is now back to full health and should provide proper advice once again
  • There will no longer be a mass exodus of rats when a player makes their Prison bigger
  • Some texture faults within the Foundry have been corrected
  • Underminers definitely (probably) no longer block unit pathing
  • It is no longer possible for units to devour Micropiglets that are dangling from your hand
  • A freak accident involving a spilled vat of Porkzilla’s blood within the Alchemy Lab resulted in Micropiglets being impossibly heavy and far too difficult to pick up — this has been rectified
  • Fire VFX from Torture Chamber props now disappear immediately when the prop is removed
  • Multiplayer levels should now load correctly in all cases
  • It is now possible to win or lose multiplayer 100% of the time
  • Clients in multiplayer will now correctly see Permafrost tiles removed when they are under the “thawed” effect
  • Fixed clicks going through the UI when playing in fullscreen at a non-native resolution
  • Fixed defence blueprints having collision
  • Fixed workers and Bafus getting stuck inside the dungeon core
 
Last edited:

Nutter

Frost Weaver
WFTO Founder
Jan 19, 2013
2,453
1,094
610
29
Huddersfield, UK
nutter666.tumblr.com
#2
Room: Tavern
After finally sobering up from their last attempts to open the Tavern, your Gnarlings have finally finished setting up the Spit Roast and the Tavern is now open for business
And on an unrelated note, one particularly hungover gnarling was found sharing his lair with a female chunder, much to his embarassment he has now been banned from drinking and forced to go to weekly alcoholics anonymous meetings.
 
Last edited:
Likes: Amon
Feb 9, 2014
367
120
350
#6
Well in that case, I'll just keep patchtesting turned on. thanks for the super-fast reply
Just what I wanted! :) Nice to see a WIP-list now at the changelog page :) Could you inform us when the final 0.4.0 version is also available at the patchtesting branch?
 

ChimaereJade

Priestess
WFTO Backer
Feb 28, 2013
15
2
200
Germany
#7
Hey guys, I'm very happy about the improvements of the game but sadly it seems that the performance has beeing lost a bit. I've got a strong machine and even on "good" I can't reach more then MAX ~20FPS. I hope this will be just temporary because it takes away the fun of playing this great game.
Wish you the best and await the next updates. :)
 

Simburgur

Managing Director
Brightrock Games
Nov 10, 2011
2,864
1,979
670
27
Brighton, UK
www.twitter.com
#8
Hey guys, I'm very happy about the improvements of the game but sadly it seems that the performance has beeing lost a bit. I've got a strong machine and even on "good" I can't reach more then MAX ~20FPS. I hope this will be just temporary because it takes away the fun of playing this great game.
Wish you the best and await the next updates. :)
It'll get better. We've barely optimized anything yet, that will be one of the last things we do. We'll also be adding an options menu soon.
 

Hoky

Cultist
Sep 26, 2013
17
3
180
31
#13
  • Workers are now 30-40% slower at most tasks
    • Enemy walls specifically take much longer to dig through
Again another question: Wasn't it said, that fortified walls will only be penetrable with the underminer? Will that be implemented later or is my memory wrong?
 
Mar 22, 2013
210
48
240
33
Amsterdam
#14
oh men i just finished a lovely morning of wfto.. i love how its all taking shape..
i noticed though minions in combat earn xp at an insane rate.. i got a tired of imp battles so i dropped in 2 lvl 1 necromancers.. within 3 mins they were already lvl 5.. also when i posses a creature and go exploring the fog of war seems somewhat glitchy, laughed my ass off over the beastmasters that look like blue chunders xD also noticed gold generating via alchemy feels pretty useless if you have to place replacement wall tiles in order to have something to mine, blood money on the other hand makes me look at my minions like walking piles of gold -_- and final but most important im noticing the same issue i have with dk1 and dk 2.. when i finally got all rooms and all sorts of minions start pouring in the game becomes laggy.. now it hasnt crashed like the dk games did but i consider this i mayor issue cause this is what is preventing me from playing dk again

edit: oh yeah almost forgot.. my sanctuary had over 10 altars.. altars stayed when i sold the room it also made sure cultists didnt go to work anymore and the selection of rituals didnt close
 

AvatarIII

Ember Demon
WFTO Founder
Apr 20, 2012
1,713
759
555
34
Worthing, West Sussex
#15
Again another question: Wasn't it said, that fortified walls will only be penetrable with the underminer? Will that be implemented later or is my memory wrong?
they will be diggable, but they will take quite a long time to dig, and any digging done can be fixed equally as fast from the other side, essentially making your walls undiggable so long as you have enough workers to repair them

oh men i just finished a lovely morning of wfto.. i love how its all taking shape..
i noticed though minions in combat earn xp at an insane rate.. i got a tired of imp battles so i dropped in 2 lvl 1 necromancers.. within 3 mins they were already lvl 5.. also when i posses a creature and go exploring the fog of war seems somewhat glitchy, laughed my ass off over the beastmasters that look like blue chunders xD also noticed gold generating via alchemy feels pretty useless if you have to place replacement wall tiles in order to have something to mine, blood money on the other hand makes me look at my minions like walking piles of gold -_- and final but most important im noticing the same issue i have with dk1 and dk 2.. when i finally got all rooms and all sorts of minions start pouring in the game becomes laggy.. now it hasnt crashed like the dk games did but i consider this i mayor issue cause this is what is preventing me from playing dk again

edit: oh yeah almost forgot.. my sanctuary had over 10 altars.. altars stayed when i sold the room it also made sure cultists didnt go to work anymore and the selection of rituals didnt close
1) Minions are suppose to level up pretty quickly in combat, but that might be a bit too fast, it will all be tweaked later on.

2) building replacement walls to turn to gold is pointless, replacement walls cast 1500, and you only get around 1250 per tile by mining transmuted earth.

3) the game will be optimised in the future once everything is in, and is optimised a lot each patch anyway so that will improve in time, for now all I can suggest is lower the game resolution and decrease graphics quality.
 
Feb 6, 2013
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daow.net
#17
Units will now move 80% slower when you hover the cursor over them
Workers no longer cost mana to summon but will permanently lock up 50 mana each for as long as they are alive (your first 5 workers are still free and will respawn if killed)
Not sure how I feel about these..

The first one can be real problematic; I'm probably going to be finding myself fighting with the cursor and having it become a habit to not place it over any walkable paths. If the game has hover tooltips on creatures, this will become a problem.

The second, well, judging from the video, I don't think I'll like the mana locking system at all, and the abnormally low amount of mana to begin with. Too much of a change from DK2 (and technically even DK1), but I need to play with it first to come to a conclusion on it.

Also, the rich text editor appears broken for me. It's pure black and I can't see what I'm typing, also had issues with not letting me type at all when I copied this from the OP. Firefox v28.
 
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Feb 9, 2014
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#18
Also, the rich text editor appears broken for me. It's pure black and I can't see what I'm typing, also had issues with not letting me type at all when I copied this from the OP.
You're talking about the forum reply system? Which browser are you using and which version of it?
 

AvatarIII

Ember Demon
WFTO Founder
Apr 20, 2012
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#19
Not sure how I feel about these..

The first one can be real problematic; I'm probably going to be finding myself fighting with the cursor and having it become a habit to not place it over any walkable paths. If the game has hover tooltips on creatures, this will become a problem.

The second, well, judging from the video, I don't think I'll like the mana locking system at all, and the abnormally low amount of mana to begin with. Too much of a change from the original Dungeon Keepers, but I need to play with it first to come to a conclusion on it.

Also, the rich text editor appears broken for me. It's pure black and I can't see what I'm typing, also had issues with not letting me type at all when I copied this from the OP.
Your first point, i made a thread to discuss it https://forum.subterraneangames.com/threads/80-unit-slowdown-system-discussion.5799/

your second point, the low amount of mana in WFTO is on purpose, it is low, but it refills quickly, it is supposed to prevent saving up of mana and spamming of spells. also DK1 had no mana, everything was done with gold. which again, meant you could save up gold and spam spells. think of it more as a universal-cooldown or energy resource rather than traditional mana.

as for thet ext editor being broken, that is probably at your end.
 
Feb 6, 2013
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180
US East
daow.net
#20
You're talking about the forum reply system? Which browser are you using and which version of it?
as for thet ext editor being broken, that is probably at your end.
Firefox v28. (Added to my OP)

your second point, the low amount of mana in WFTO is on purpose, it is low, but it refills quickly, it is supposed to prevent saving up of mana and spamming of spells. also DK1 had no mana, everything was done with gold. which again, meant you could save up gold and spam spells. think of it more as a universal-cooldown or energy resource rather than traditional mana.
I never played DK1 (heretic, I know) out of starting it up from GoG to see if it was the Windows version or not (it wasn't), so I had no idea, will edit comment to reflect DK2, though it's pretty similar as you could stockpile a huge amount and spam spells, which I routinely did, along with spam summon enough goblins to do everything extra-efficiently. Now it seems there's a hard cap on the amount of goblins/defenses we can have, which I don't think I agree with.

I am also not a fan of the cooldown based way of doing things in gaming, especially not single player games, and especially not action intensive games. But, as I said, I need to actually try it out before I can come to a conclusion on it.
 
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