Patch Notes: Bedrock Beta v0.5.0 "Dungeons for One"
Please don't report these!
- Windowed mode has multiple issues:
- Window remains on top of all other windows at all times
- The mouse lock can sometimes lock your cursor to other windows
- Because of these, we'd recommend sticking to full screen for now
- Some objects are rendering without transparency (most notably: unit shields)
- The game will briefly freeze the first time you take an action each level
- Bone chiller VFX is currently a tad broken, especially in blueprint mode
- The Oculus is floating too high off the ground, especially in combat
- Ballistas in Rhaskos' Domain do not shoot
- Shadows are damaging themselves in combat
- Resizing the Spirit Chamber causes the props to raise into the air
- Rhaskos has green workers
- Bafus deal no damage
The following features are not yet complete and may be a bit rough around the edges!
- Stumpy’s Challenge level
- VFX/user feedback for Potions and Rituals
- Subtitles
- Beastmaster visuals (currently a recoloured Chunder)
- Ember Demon/Ember Rift visuals & mechanics
- Tavern visuals & mechanics
- Possession
New Defence: Midas' Door
- Vein: Mid Sloth
- Cost: 5000 gold, 0 mana, 8 defence parts
- Instead of taking damage, this door removes gold from your vaults when damaged
- Vein: Mid Neutral
- Cost: 2500 gold, 0 mana, 6 defence parts
- Four-way door that can placed on any claimed tile (doesn't need adjacent walls)
- Vein: Mid Neutral
- Cost: 1000 gold, 25 mana, 1 defence part
- Can be placed anywhere on the map to grant vision in a wide radius
- Continues to grant vision for a short period after being destroyed
- Vein: Mid Wrath
- Cost: 5000 gold, 0 mana, 3 defence parts
- Once built, will create a single claimed tile
- Can be placed anywhere on the map
- Vein: Early Sloth
- Cost: 500 gold, 25 mana, 3 defence parts
- Replaces the Ballista
- Has an 'Overdrive mode' that doubles rate of fire but causes the Bombard to take 50 damage every shot
- Vein: Late Wrath
- Cost: 7500 gold
- Destroys wall tiles in a small area
- Vein: Late Neutral
- Cost: 5000 gold
- Grants XP to units in a small area
- Vein: Late Neutral
- Cost: 10000 gold
- Instantly teleport all units (friend & foe) within the radius to your Dungeon Core
- Vein: Mid Wrath
- Cost: 1250 gold
- Greatly increases the movement speed of all units in a small area, the amount decreases over the duration of the effect
- Vein: Late Neutral
- Cost: 2000 gold
- Summons several Spirit Workers
- Spirit workers are much faster and more efficient than normal workers, but will despawn after a short period of time
- Suprit Workers are also invulnerable to damage and cannot be targeted by the enemy, but they also cannot mine enemy walls or claim enemy tiles
- Vein: Late Sloth
- Cost: 3500 gold
- Summons a Frost Weaver to defend your dungeon
- Frost Weavers are incredibly powerful defensive units, but lack any strong offensive capability
- Frost Weavers will also melt and eventually die, and are unable to be healed in any way
- See WFTO Wednesday #85 for more details
- The Shadow is attracted to your dungeon by upgrading your Beast Den
- See WFTO Wednesday #85 for more details
- The Oculus is attracted to your dungeon by building a Beast Den
- See WFTO Wednesday #85 for more details
- Vein: Late Wrath
- Cost: 200 mana
- Summons a neutral volcanic bridge tile
- Can be used on lava and water anywhere on the map
- Can be claimed and sold by any player
- Vein: Early Wrath
- Cost: 250 mana
- Increases the movement and attack speeds of a single unit for a short time
- Vein: Early Wrath
- Cost: 150 mana
- Mines out earth tiles, claims dirt tiles
- Can only be used adjacent to friendly territory
- Vein: Late Wrath
- Cost: 900 preparation
- Reveals the entire enemy dungeon for a short time
- Vein: Mid Neutral
- Cost: 200 preparation
- Reveals any unmined gold and unclaimed shrines on the map for a short time
- Vein: Late Sloth
- Cost: 750 preparation
- Automatically completes any defence blueprints inside your territory
- Vein: Late Neutral
- Cost: 1200 preparation
- Resets enemy FoW to black (aside from areas they currently have vision of)
- Vein: Late Sloth
- Increases the amount of defence parts stored per prop from 2 to 6
- Vein: Late Neutral
- Adds a second work point to each prop
- Vein: Late Wrath
- Allows the Shadow and Bafu to spawn (normal Beast Den only allows Skarg and Oculus)
- Spirit Chamber mana lock removed
- Spirit Chamber gold cost per second increased from 10 to 250
- Spirit Chamber XP per second increased from 30 to 200
- All units are having their abilities redesigned to focus on several key points:
- Focus (ie, it fits with the unit role)
- Visual clarity (the effects are easy to see, most 'invisible' passives have been removed)
- Fun (removing cases where units may make decisions that the player dislikes)
- We're also adding several new stats to units
- Attack Speed (controls ability cooldown and animation speed)
- Power (controls damage, healing, and condition times)
- Morale (controls how likely a unit is to flee)
- So far, the following units have their new abilities implemented:
- Gnarling
- Chunder
- Bafu
- Augre
- Skarg
- Shadow
- Oculus
- Templar
- Priestess
- Juggernaut
- Warden
- Firebreather
- Lord O'Theland
- Please note that the visuals for the new abilities will be completely broken right now
- See WFTO Wednesday #85 for more details
- See this document for specifics on all ability changes
- The Unit Grouping panel has been added
- Please note that the visuals, names, and functionality of this panel is very much a work in progress
- The + button next to each group flag is used to add units to a group
- Rally All is located beneath the 5 group buttons
- Next to Rally All is Rall All Beasts, although it is currently not functional
- At the bottom is Imp Rally and Impasse
- Imp Rally is used to prioritise worker tasks in a 5x5 area (multiple of these can be placed down at once)
- Ritual UI added
- Click the Ritual icon at the top to select a Ritual
- Right click to zoom to Sanctuary
- Potion UI added
- Click the potion tab to access
- Top row of buttons will order your units to brew potions
- Small number at the bottom right indicates the amount of that potion currently being brewed
- Right click on top row of buttons to zoom to those in-progress potions
- Bottom row picks those potions up
- Right click on bottom row of buttons to zoom to completed potions
- Big number on the left indicates the amount of empty cauldrons available to brew potions
- UI will now resize when the window is resized
- Added several tooltips to the resource bars
- Updated style of all icons
- Improvements made to the Dungeon Core health ring
- UI panels now have scroll bars if they extend off the edge of the screen
- Mudbox
- Added multiple extra Underworld and overworld Gateways to the right hand side of the map
- Added one of each shrine to the right hand side of the map
- Sealed off the starting Gateways (this prevents units spawning until you claim them)
- Removed central tile in Beast Den (this prevents units spawning until you replace it)
- Cleaned up all pre-placed rooms
- It is now possible to lose
- Stumpy's Challenge
- Attacking units should no longer flee
- Rhaskos' Domain
- Reduced the amount of enemy units that spawn
- Removed one of Rhaskos' Gateways
- Tutorial
- Many minor fixes & tweaks
- You can now press F6 to speed up the game in debug mode (cycles between 3 speeds)
- Pressing 5 in debug mode will now toggle unit shields
- Pressing 4 in debug mode will now hide the cursor
- Pressing (.) and (,) in slow motion mode (F5 whilst in debug mode) will speed up and slow down the game (between 0% and 100% speed)
- InfiniteGold debug command added
- CompletePotions debug command added
- CompleteRitual debug command added
- F9 triggers 'recording mode', we aren't documenting this as it's for internal use, but feel free to play around with it - just don't report any bugs related to it
- Version string is now included in the output log
- You can now right click on in-progress and completed potions to destroy them (via slapping, in true Underlord style)
- Hand will now animate correctly when interacting with potions
- Beasts now die upon KO (meaning they can no longer be rescued or captured)
- Gnarlings now only spawn if a Barracks is present
- You can now pick up gold from a Vault tile
- Garrison now covers a radius of 6.5 tiles
- When a job appears (such as a Garrison prop to activate or a potion to brew), the closest available unit will now go to it instead of a random one
- Dropping a unit on a prop that is being worked will remove the previous worker and cause the unit you dropped to work it instead
- Increased base population by 12.5% (40 to 45)
- Increased Gateway population increase by 50% (20 to 30)
- Arena no longer grants bonus XP (previously granted 100% bonus XP)
- Units held in a prison (or otherwise captured by an enemy faction) now count towards the captors population instead of the owners population
- Cultist now spawn if you have either a Sanctuary or an Archive, and won't overspawn if you have both
- Improvements to unit fleeing
- When a unit flees, it will not instantly run back to combat (only to flee again)
- Instead, they will return to the dungeon to heal up
- Dropping fleeing units back into combat will cause they to return to battle
- Removed the cooldown on Necromancer's Raise Ghoul ability
- Necromancer can now only summon 2 Ghouls per level (max of 10 Ghouls at level 5)
- Defence blueprints are now visible through the fog of war
- Magical Meat has been moved from Wrath to Neutral in the Veins of Evil
- Improved worker behaviour for bringing defence parts to blueprints (they should no longer bring too many parts and then leave them by the completed defence)
- Units in combat now always show their shield (instead of only when they had taken damage)
- Perception Shrine radius now expands over a short period of time instead of appearing instantly (this fixes the small freeze that occurred when claiming one)
- Units will now select their lair spots intelligently, prioritising spots close to their primary rooms and needs
- Sanctuaries now spawn far fewer props
- Added an Execution Toggle prop to the Arena
- Toggling Execution Mode on causes all intelligent units (friend or foe) unfortunate enough to get dropped into the arena to be executed, meaning they die a very quick and painful death, granting your other units a happiness and experience bonus
- Currently this prop is a blue cube
- Prospector now reveals all shrines and gateways on the map regardless of owner
- Loose defence parts are now returned to the Foundry by your workers, and will despawn if left on the ground for too long
- Re-enabled alt-enter shortcut to toggle between windowed and fullscreen mode
- Recall is now always free to cast
- All units now have a vision radius of 5 tiles instead of 3 tiles (Oculus has a vision radius of 7 tiles)
- Adjusted mana cost of all spells, most are now cheaper
- Defences can only be placed on tiles that you currently have vision of (this applies to defences like the Underminer and Annex)
- Launcher now allows you to select which monitor you want the game to appear on
- Several improvements to unit fleeing have been made
- Units behind Arena and Prison fences are easier to pick up
- Final Arena visuals added
- Garrison textures updated
- Garrison VFX updated
- Archive floor edge texture updated
- Slaughterpen floor edge texture updated
- Bone Chiller texture updated
- Bone Chiller VFX updated
- Obey VFX updated
- Wall torch VFX yodated
- Gateways VFX updated
- Alchemy Lab VFX updated
- Perception Shrine VFX updated
- VFX added to Spirit spawning and death
- VFX added to several unit beds
- VFX added to Replacement Wall
- Updated Rhaskos theme tile topper
- Fixed Ghouls floating midair if a Necromancer was thrown down a gateway (they are now destroyed along with the Necromancer)
- Fixed culling issues in possession
- Fixed slapping units not increasing efficiency
- Fixed Chunders occasionally doing the Cha-Cha Slide before working
- Fixed camera rotation breaking subtitles
- Fixed units getting stuck staring at the Dungeon Core
- Fixed strange behaviour with Ghouls in the Arena
- Fixed Beast Den sometimes being locked in the Veins of Evil
- Fixed invisible props showing selection wireframes
- Fixed the Veins of Evil covering up subtitles
- Fixed the Veins of Evil occasionally closing if the user rapidly clicked
- Fixed minor issue with corner tiles sometimes not fortifying
- Fixed camera in Tutorial behaving strangely during cutscenes if possession was used
- Fixed picking up gold being broken on maps with infinite gold
- Fixed units with slow resistance also being resistant to speed buffs
- Fixed various issues with the Arena
- Fixed Ghouls floating in mid-air if their Necromancer was dropped down a Gateway
- Fixed issues with corrupted Empire units in combat
- Fixed most cases of units getting stuck inside replacement walls (in the rare occasion that a unit does get stuck, it will now teleport back to the owner's dungeon)
- Fixed Blood Money statues being able to eat
- Fixed workers sometimes not taking gold back to the Vault
- Fixed clicking the Dungeon Core icon on the UI not working
- Fixed units floating midair
- Fixed some issues with prison walls
- Fixed gold piles having grey edges
- Fixed workers not playing their claim dance
- Fixed not being able to drop defence parts on the Rampart
- Fixed several broken props on Mudbox
- Fixed broken win condition on several MP maps
- Fixed issues resulting from playing the Tutorial twice in a row
- Non-Combat units (such as Spirit Workers and Spirits) units will now always ignore combat
- Fixed Underminer VFX
- Fixed VFX unintentionally playing on units that have been turned to gold with Blood Money
- Fixed being able to use tagging or spells to distinguish between dug and not dug out tiles in the fog of war
- Fixed an issue that caused units and defences pre-placed on maps to sometimes behave strangely
- Fixed workers not being able to move dead Beasts
- Fixed issues relating to unloading levels
- Fixed an issue that caused units to get stuck if they attempted to do a 180 degree turn
- Fixed converted units trying to use their old beds
- Fixed Necromancer not requiring a Slaughterpen to spawn
- Fixed Bafu clipping through walls upon death
- Fixed units getting stuck near Arena and Prison fences
- Fixed units spawned on lower terrain being permanently lower down in the game world
Last edited: