Patch Notes: Bedrock Beta v0.4.3 "Calm Before the Storm"
Please don’t report these
- Unit grouping has been temporarily removed
- Some objects are rendering without transparency (most notably: unit shields)
- Some units whose animations cause them to drastically switch positions do not update their location properly after the animation
The following features are not yet complete and may be a bit rough around the edges
- 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
- Possession
Revamped Unit Behaviour
- Dropping a unit by a task will now cause the unit to prioritise that task even after they go and fulfill their basic needs
- Assigning a task via a prop in the following rooms will now automatically call units to work on that task:
- Sanctuary
- Alchemy Lab
- Torture Chamber
- Spirit Chamber
- Necromancers will interrupt whatever they are doing to summon a Ghoul when their Summon ability is ready, unless you have recently assigned them to another task
- Augres will interrupt whatever they are doing to keep Garrison props active at all times, unless you have recently assigned them to another task
- The Gold Vortex will now close when there is no more available storage in your dungeon
- Certain Veins of Evil Aspects will now no longer be unlockable until the appropriate room is unlocked
- Defences require Foundry
- Potions require Alchemy Lab
- Rituals require Sanctuary
- Replacement Walls must now be triggered by the Underlord before the wall is deployed from the box
- Unit spawning has been improved in several ways, especially in situations when multiple new units are able to spawn
- Ember Demon and Frost Weaver can no longer be used for any unit recycling (Blood Money, Rituals, Torture, Crypt)
- Minor texture update to the Natural Bridge
- Workers can now carry 1000 gold instead of 3000
- Increased the speed at which workers mine gold from gold shrines
- Fixed several issues relating to claiming rooms, shrines, and gateways owned by an enemy player
- Once again fixed a bug that caused tiles to become unhighlighted for a short time after a worker claims a neighbouring tile
- Fixed several minor issues on Rhaskos’ Domain
- VFX from unit attacks will no longer be applied to the Dungeon Core
- Shockwave now actually creates a shockwave
- Necromancer’s Ghouls should no longer attack their Necromancer or his other Ghouls while in the arena
- It should no longer be possible to hear most ambient and unit noises through the Fog of War
- Ghouls should no longer be prematurely released from a Necromancer’s control when Blood Money is cast upon him
- Fixed Feral Ghouls being treated as friendly by other units
- Fixed Feral Ghouls being owned by a Necromancer even after turning feral
- It is no longer possible to cast Blood Money on unconscious units
- Fixed a number of alpha-map issues that were causing incorrect transparency in the Sanctuary, Archive, Lair and Slaughterpen
- Super-sizer liquid removed from cauldrons, giant potions will no longer be created when storing a potion within a cauldron
- Legislation preventing sacrifices has been overturned, the Sanctuary Altar can once again be used to sacrifice minions.
- A terrifying experiment involving the prison rats and copious amounts of helium has been reverted, Rats no longer floating around the Prison
- Fixed a bug that did not destroy the quick-freeze potion on use if dropped on a defence
- Fixed a bug that sometimes prevented the no-path effect of quick-freeze to be sustained after ice had disappeared
- Fixed revelation not revealing AI Dungeons
- Recall should now correctly return Frost Weavers to the Dungeon Core
- Cultists will now once again play their VFX when channeling Rituals
- Prophecy VFX should no longer last for a significantly longer period than the spell itself
- Some fixes to Worker AI should help reduce the number of slacking workers in your dungeon
- You now correctly lose the Tutorial level if your Dungeon Core is destroyed (if you somehow manage to make that happen)
- Empire Units that you have attracted to your employ will now fulfil their basic needs
- Fixed a game crash related to dying while in possession mode
- Fixed an issue that caused a player’s camera to become locked in an FPS view if they possessed a unit that was about to die
- Gold shrines should now once again turn blue when toggled on
- Ramparts are no longer submerged into the floor
- Using the ‘4’ debug hotkey to hide the Underlord’s hand will no longer prevent you from showing the hand again
- Units are now appropriately satisfied if you drop a piglet on their head or feed them via Magical Meat
- Fixed gold blocks being mined too quickly
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