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Patch Notes: Bedrock Beta v0.6.0 "About Damn Time"

Simburgur

Managing Director
Brightrock Games
Nov 10, 2011
2,864
1,979
725
27
Brighton, UK
www.twitter.com
#1
Patch Notes: Bedrock Beta v0.6.0 "About Damn Time"
December 29th - Hotfix 4c
Further fixes to rally & combat.
December 27th - Hotfix 3
Fixes to rally.
December 26th - Hotfix 2
Second attempt at fixing combat issues in C2.
December 25th - Hotfix 1
First attempt at fixing combat issues in C2.
Known Issues
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
  • Units will occasionally stop fighting entirely on level 2
  • Some objects are rendering without transparency (most notably: unit shields)
  • The game will briefly freeze the first time you take an action each level
  • We're currently overhauling much of the lighting in the game, as such expect many game elements to be too bright or too dark as this is still very much a work in progress
  • Arena execution toggle prop is currently positioned incorrectly within the room
  • Units occasionally try to move into the Dungeon core as part of their wandering
  • It is possible to scroll the main menu with the mouse wheel even when the menu is smaller than the chosen resolution
  • Slapping Frost Weavers heals them
  • Ember Demons do not have a unit shield
  • You can see parts of certain tall objects when fog of war tiles are tagged over them
  • Tagged fog of war tiles blink when the underlying tile is claimed by an opposing faction
  • Arena execution toggle prop moves when the room is claimed
  • Brimstone heat vfx can reflect the tagging colour from nearby tagged tiles
  • Black fog underneath foundry & sanctuary
  • Inhibitors on levels 2 and 3 continue to spin when destroyed
  • Workers sometimes move back and forth rapidly over defence parts rather than picking them up
  • Camera scrolling via mouse is not working in full screen mode with different aspect ratio than native
  • Defence health shields are not always shown correctly during construction
  • Gargoyle laser goes through closed doors
  • VFX for dungeon core beating is out of sync with the animation and sfx
  • Mouse is locked when in windowed mode on linux
  • Some fog of war lighting issues on Linux
  • Warding totem and Bonechiller VFX not synchronized with their sound effects
  • Workers for clients in multiplayer sometimes move slower for no discernible reason
  • Converted units act as spies, and are invisible to their new owner in multiplayer
Work-In-Progress Features
The following features are not yet complete and may be a bit rough around the edges!
  • Campaign Levels 1, 2 & 3 (Specifically: The VO is placeholder, we’ll be recording Richard Ridings for these levels next year)
  • Construct Artwork
  • Beastmaster (currently a recoloured Chunder)
  • Ember Rift (currently a recoloured Bone Chiller)
  • Tavern (missing most animations/VFX for food being cooked and units eating)
  • Possession
  • Blade Lotus (currently a white cube)
  • Saving & Loading
  • Skirmish AI
If you encounter any bugs or issues please post up a thread in our bug report forums (and make sure you specify that you are on the patch testing branch!). If this is your first time using the bug report forum, please familiarise yourself with the bug report guidelines.

Skirmish Mode & Underlord AI (WIP)
We’re extremely excited to finally be adding Skirmish mode to the game! This is a very basic, early implementation of the AI which is currently capable of the following actions:
  • Unlocking Aspects through the Veins of Evil
  • Building rooms
  • Casting various spells (lightning, heal, enrage, obey, recall and prophecy)
  • Using Rally to defend against attackers
You can play against the AI in 1v1 Skirmish mode levels by selecting the “Skirmish” option from the main menu. Expect to see more improvements to the AI in upcoming patches!

Campaign Preview (WIP)
For the reasons we detailed in WFTO Wednesday #102, we’re releasing the first three levels of the main campaign with this patch. Please not that these are still works in progress and the voiceover is placeholder - we’ll be recording Richard Ridings for these levels early next year.
  • Campaign 1 (Awakening) is our new tutorial which will introduce you to the core mechanics of the game
  • Campaign 2 (Welcome to Kairos) tasks you wish defeating the burnt-faced Sir Roussimoff and the Inhibitor which he protects
  • Campaign 3 (The Breach) introduces you to defences as the witless Lord O’Theland sends his forces to die at your doorstep
Updated Levels
We’ve also made some minor changes to some of our other levels.
  • Hollow is bigger and the dungeon core is now centered
  • Waves on Survival now spawn after a set period of time instead of when the previous wave is defeated (this will fix all issues with waves not spawning and prevent players keeping enemy units alive to give themselves extra time)
  • Mudbox has been updated to feature the new terrain types
Unit Behaviour
We are working on significantly overhauling unit behaviour both in and out of combat.

To start with, all units now conform to one of the following personalities in combat:
  • Melee Blitzer: Focuses on targeting squishy units, targeting supports then ranged fighters
  • Melee Fighter: Focuses on dealing damage to nearby targets, gets stuck in
  • Melee Tank: Attempts to keep nearby ranged units safe from Blitzers & Fighters
  • Ranged Fighter: Only uses Melee attacks in an emergency, backs away when enemies get close, fights at optimal range, prioritises stuns and slows when trying to defend itself
  • Ranged Support: Will attempt to use all of their spells even if it means changing targets or moving, tries to support nearby allies
  • Shadow: Targets the strongest nearby target, once that is dead re-stealths and moves to the next strongest
On top of that, some units will have additional behaviour patterns in specific situations:
  • Scouts: Both Oculus and Spirit will now actively leave the dungeon and try to scout, Oculus will flee from enemies that spot it while the Spirit will seek to explore known enemy dungeons
  • Garrisoned Units: Will patrol the Garrison, if an enemy is spotted by one member of the group the whole group will look to engage, but will not pursue the target too far from the Garrison
  • Vampires: Will attempt to feed when below 80% health or when all enemies are KO
  • Fearless Units: Will never run from combat
And lastly:
  • All units (Except for a few exceptions above) will also choose to flee combat if they feel it is not going in their favour
    • In some cases they will simply attempt to get to a safer place to continue fighting
    • If they are seriously wounded or unable to win they will try to get back to a friendly Dungeon
  • Heals will only be used if there is an appropriate target nearby that is below 80% health
Constructs
As we explored in WFTO Wednesday #99, we’re moving several Defences into the new Constructs mechanic. Constructs are generally much more aggressive tools, used for attacking and staking claim through map control. As they do not require defence parts this opens up routes through the Veins of Evil for Wrath-focused players who do not want to unlock the Foundry.
  • Constructs can be placed on Unclaimed Territory as well as within your own dungeon
  • Constructs do not require defence parts to be built and are instead summoned by your workers’ extended dance routines
  • Constructs have awesome orange blueprints
  • All Construct artwork is WIP, we’ll be improving this in the next major update
The following 6 aspects are now Constructs:
  • Underminer
  • Gold Vortex
  • Ember Rift
  • Outpost
  • Replacement Earth
  • Warding Totem
Terrain Changes
We’re making some changes to some to Brimstone and Permafrost to ensure they are correctly fulfilling the role they have, as well as adding a new ‘Sand’ terrain type. For more details on the reasoning behind these changes, check out WFTO Wednesday #95.
  • Brimstone: Can only be destroyed by explosives (Underminer, Hellfire), but will create a secondary explosion when destroyed that will blow up all adjacent tiles (creating a chain reaction in large areas of Brimstone)
  • Permafrost: No longer indestructible until heated up, instead just has significantly increased health compared to standard Earth
  • Sand: Has significantly decreased health compared to normal Earth
  • The Chill and Cauterize spells have been removed
Veins of Evil Changes
As discussed in WFTO Wednesday #97, we’ve made some layout changes to the Veins of Evil and made several aspects unlocked for free at the start of the game:
  • Heal
  • Lightning
  • Summon Worker
  • Wooden Door
  • Bombard
  • Wooden Bridge
  • Replacement Earth
Saving & Loading (WIP)
We’ve added our first pass of level saving & loading. It’s still a tad rough right now so we’ve only made it available to use via the debug console (F2) with the following commands:
  • save [filename]
  • load [filename]
As this feature is still heavily in development it's highly likely to cause problems. We'll be fixing this up closer to launch.

Payday
It is Payday! This long-awaited feature has finally made it in. This will give players yet another thing to carefully consider when spending their gold and makes conserving gold that much more valuable.
  • Payday occurs every 10 minutes
  • The Payday timer has been added as a ring around the gold symbol next to the gold counter
  • When the payday indicator is filled your intelligent units will take pay from the nearest available gold piles in your vault or dungeon core
  • Failing to fulfill the gold need will make your units unhappy
  • Beasts, workers and summoned units do not require pay
Unit Spawning Changes
As we covered in WFTO Wednesday #97 we’re making some changes to how units are attracted to your dungeon to speed up the first few minutes of each level.
  • All units now only require their primary room before entering your dungeon (eg: Archive for the Cultist, Garrison for the Augre)
  • All units do not require a Lair or Slaughterpen to spawn, but will become unhappy if they are without them for too long
New Ritual: Overload
  • Vein: Mid Neutral
  • Cost: 450 preparation
  • Significantly increases mana regeneration and reduces the mana regeneration cooldown for several seconds
  • Afterwards, significantly decreases mana regeneration and increases the mana regeneration cooldown for several seconds
New Defence: Blade Lotus
We’ll be covering the Blade Lotus in more detail in a future WFTO Wednesday.
  • Vein: Early Sloth
  • Cost: 800 gold, 20 mana, 2 defence parts
  • Artwork is currently placeholder
  • Remains hidden until enemy attacks
  • Can toggle between armed and disarmed
    • When disarmed:
      • Will instantly lower, allowing any unit to pass through it
      • Will not take further action
      • Will be destroyed if tile is unclaimed
    • When armed:
      • Will rise up and attack when an enemy walks nearby, damaging and knocking back all nearby enemies
      • After rising up, acts as a barricade and blocks all unit movement but does not block attacks or vision
      • When cooldown completes if no further enemies are nearby, it will lower down and re-hide.
      • If further enemies are nearby when cooldown completes it will attack again and remain raised
  • After attacking, a cooldown will begin
    • Will remain visible and attackable when on cooldown even if lowered
    • Cooldown will reset if toggled to disarm
New Construct: Replacement Earth
  • Vein: None (unlocked for free)
  • Cost: 500 gold
  • Creates an unclaimed earth tile
  • Activates automatically upon completion
Updated Ritual: Uprising
As we removed the cooldown on the Necromancer’s Raise Ghoul ability and instead added a Ghoul cap based on their level, there was no longer a use for excess Ghouls or a reason to have the old Uprising Ritual, so we redesigned it to be infinitely more awesome. See WFTO Wednesday #101 for more details.
  • When activated, every soul stored in your Crypt will be raised as two Wraiths
  • Wraiths have a basic melee attack and will slowly lose health over time until they die
  • Wraith artwork is placeholder
  • We’ve also added a toggle prop to the Crypt that will save all Souls collected for Uprising (the prop will turn red when Ghoul raising is disabled)
Updated Construct: Outpost
  • Automatically activated upon completion of construct
  • Now claims a 3x3 area originating from the outpost
  • Only dirt tiles can be claimed by an outpost, tiles owned by other players cannot be claimed
Updated Defence: Augrum Wall
  • Previously called ‘Replacement Wall’
  • Now created a reinforced wall tile which is far stronger than a standard earth tile
  • The texture for this tile is a very ugly placeholder
Updated Defence: Gargoyle
Gargoyles were a pretty overwhelming defence due to the fact they could damage every single enemy in a concentrated area and it was quite difficult to order your units to avoid it, so we’ve moved some of its power budget into a debuff that it applies to targets to force the defending player to combine the Gargoyle with other defensive tools to make full use of it.
  • Significantly reduced the Gargoyles damage
  • Any units standing inside the Gargoyle’s beam will now be slowed and take additional damage from all other sources
Updated Defence: Bone Chiller
We wanted to give depending players a way to counter Ember Demons if they were paying enough attention, so we added a damage component to the Bone Chiller’s active ability which is especially effective against those fiery menaces.
  • The Bone Chiller’s Frost Nova ability now deals a large chunk of cold damage
Other Balance Changes
  • Defences can now be built on Stone Bridges
  • Defence blueprints are invulnerable and invisible to the enemy when they are first placed, but become visible and attackable once a defence part has been added
  • Various changes made to unit happiness mechanics - units will now become unhappy at a slightly slower rate, continue to work longer and fulfill their needs sooner
  • Mana shrines now reduce mana cost of all spells by 30% stacking multiplicatively - two shrines reduce costs by 50%, three by 65%, and so on
  • Dungeon cores will now slowly regenerate health
  • Adjusted Ember Demon basic attack so that they can actually damage each other (now deals physical and fire damage)
  • Adjusted Bombard attacks so that they can actually damage Ember Demons (now deals physical and fire damage)
  • Behemoth attack now does more damage and knocks the target back
  • Quick Freeze is now destroyable with explosives such as the Underminer and Hellfire Potion
  • Away from the protective and nurturing environment of the Foundry, defence parts now disintegrate if left in the world for 30 seconds
  • Gold mined by spirit workers will be automatically transferred to the Vault
  • Underminer will now knock back nearby units when it activates
  • Bombards now require 3 defence parts (down from 4)
  • Bombards now have 1000 health (up from 800)
  • Out-of-combat health regeneration on defences is now 7.5x faster
  • Workers now dig blocks and claim tiles faster
  • Workers now move slower
UI Changes
  • Added a ‘Latest News’ section to the main menu
  • Updated main menu artwork
  • Changed potion tab and icons to yellow (as Constructs are now orange)
  • Restart level option added to pause menu
  • It is now possible to open the pause menu while in possession mode
  • You can now paint tile selection, spell casts, and other things by holding down shift and the mouse cursor
  • Updated the win/loss splash images
Other Features, Improvements & Changes
  • Combat Music has been added to the game (please note that only a tiny portion of it has actually been added)
  • If multiple units are walking down a corridor they will now space themselves out rather than moving down the middle single file
  • Units will now leave the Arena by their own accord if any of the following conditions are met: their rally flag is spawned, they are unhappy or they have been alone for too long
  • Various improvements to how jobs are assigned to units, i.e. in what order they choose to perform functions within the dungeon
  • After a training course on the meaning of “Impenetrable”, workers will no longer waste time fortifying impenetrable rock
  • The game now checks each player’s version in a Multiplayer match, players may no longer join games which do not match their version of WFTO.
  • Wooden bridges are no longer buildable on lava
  • Ritual sacrifice mechanic has been removed
  • Added additional whiskers to underlord Sammy
  • A whole bunch of under-the-hood changes for the campaign and additional terrain/props some of which can be accessed via the debug console
  • When a containing prop that holds an item is sold that item should correctly move to nearby free props in the same room if there is one available
  • A work point has been added to the altar in the Sanctuary so a 3x3 room can still be worked
  • Added a toggle in the corner of the Crypt which will halt Ghoul raising, allowing you to save souls for the Uprising ritual (the prop will turn red when Ghoul raising is disabled)
  • Chill and Cauterize have been removed due to the terrain changes
Other Visual Improvements
  • Tagged tiles are now much brighter and use a much prettier blue
  • The Portcullis has received a new texture and has a unique texture for each theme
  • Cleaned up Chunder VFX
  • Cleaned up some shader issues in the Torture Chamber
  • Arena “Thumb” prop updated with new mesh and animations
  • Death VFX will now play on KO
  • Blueprints look much cooler and glow
  • Bombard texture updated, blends into the terrain less
  • Torture animations have been added for several units
Bug Fixes
  • Resolved multiple stability issues with the OSX and Linux builds
  • Using possession, you can no longer claim enemy tiles occupied by defences
  • Fixed an issue that prevented ranged attacks from hitting several defenses
  • Fixed several CTD issues
  • Mana bar’s total capacity will now increase at the correct rate when unlocking Sins both visibly and functionally (25 additional mana per Sin)
  • Fixed an issue where open doors would only take damage dealt to them when they are closed
  • Units will no longer ignore defences, constructs and other units spawned within their perception range
  • Flying units will no longer sink into the floor of the spirit chamber when placed on a pedestal
  • Units instructed that the arena is a battle pit and not a hugging pit, units now fight rather than ignoring one another
  • The Annex spell now works for the client in Multiplayer
  • Fixed an issue which caused the main menu buttons to stop working
  • Shrines and Gateways should no longer be visible poking out of the Fog of War if tagged
  • It is no longer possible to drop units on other friendly units within enemy territory
  • Fixed a bug which was preventing units from changing jobs when dropped in a room
  • Fixed a bug that was preventing the “Welcome to Kairos” level from starting
  • Fixed an issue where the blueprint for the Beast den prop was displayed incorrectly
  • Hosted games should now be visible in the multiplayer lobby again
  • Fixed some issues where some objects and VFX would be visible through fog of war in multiplayer
  • Fixed a bug which caused a specific Alchemy Lab wall mesh to become undiggable
  • Default core should no longer be appearing alongside chosen theme core
  • It should no longer be impossible to get rid of brimstone
  • Battle music should no longer play for arena battles
  • Gold shrines should now once again light up when tagged
  • Beastmasters are now able to put beasts into the arena once more
  • Dungeon Core SFX has been readded
  • Fixed an issue where restarting a level did not reset the mana limit
  • Fixed an issue where restarting a level did not reset the veins of evil unlocks
  • All upgraded foundry props should now appear correctly when built
  • Fixed an issue which caused upgraded Archive props to disappear sometimes when worked on
  • Infinite gold is now working again in My Little Dungeon
  • Selling a part of the sanctuary should no longer inappropriately cancel rituals
  • Fixed a bug which was causing crypt props to disappear when a unit was dropped upon them
  • Fixed an issue where the Obey VFX and SFX would play when a cultist entered sanctuaries
  • Fixed an issue related to prospector where wall tiles revealed by undug gold would appear unusual
  • Fixed the unusual appearance of the beast pen prop preview
  • Walls will no longer unfortify incorrectly when certain neighbouring tiles are claimed
  • Enemy owned shrines will no longer be revealed permanently by prospector
  • Fixed an issue where units would sometimes remain in their death animation after conversion
  • Statues created by blood money will now correctly award money when dug in multiplayer
  • Fixed an issue which would cause the game to not respond after attempting to host multiple games quickly
  • Fixed several issues preventing NAT Punchthrough from working
  • The “Spawn Underlord Units” tile in My Little Dungeon will now work again
  • Juggernauts and Wardens will now work foundry props correctly
  • Helium content of souls reduced, units no longer floating on spirit chamber pedestals... or anywhere else for that matter...
  • The port test for multiplayer will no longer occasionally crash the game
  • Corrected worker eyesight, should always drop items off in the correct place rather than two tiles out
  • Rats are now longer escaping from the prison
  • Fixed an issue that prevented golden statues created by blood money from being digged
  • VFX for blood money is playing correctly once again
  • Dungeon core floor is no longer culled too early if player camera is moving away
  • Crypt pyre VFX should now correctly disappear after ghouls are spawned
  • Ghouls are now taught to walk immediately after spawning, should no longer glide for a short time after spawn
  • Workers can no longer be placed on spirit chamber props
  • Fixed an issue that prevented wave 2 from starting on the survival level
  • All hosted games that are correctly port forwarded should now be correctly visible in the multiplayer lobby
  • Warding totems are no longer able to see over walls
  • Enrage VFX has been corrected
  • VFX and SFX should now always play when Prophecy is cast
  • Units should once again fight in the Arena
  • Units should no longer flip while fighting in the Arena
  • Skargs that are fighting should no longer collide more than usual due to their leap
  • Fixed several issues with art assets on the Mudbox map
 
Last edited:
Dec 14, 2013
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Portland, Oregon
#3
here are my first observations in playing the first 2 levels of the campaign
1. still have to end the level on the defeat of the opposition no chance to scout around the level.
2. the side to side mouse is very clunky and hard to move screen sometimes
3. I saved game then when I tried to reload it, it stalled on loading screen
Other than that is seems so far to be working and looking good..ok going back to playing more....good job !
 
Dec 24, 2014
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#4
Other Features, Improvements & Changes
  • After a training course on the meaning of “Impenetrable”, workers will no longer waste time fortifying impenetrable rock
It would be nice if there was a way to enable this behavior, or make it a very low priority behavior, something that workers will do if there's literally nothing else for them to do.

Otherwise, impenetrable walls which are part of your dungeon walls will be ugly and noticeably out-of-place next to their fortified but penetrable brethren.
 
#5
It would be nice if there was a way to enable this behavior, or make it a very low priority behavior, something that workers will do if there's literally nothing else for them to do.

Otherwise, impenetrable walls which are part of your dungeon walls will be ugly and noticeably out-of-place next to their fortified but penetrable brethren.
I imagine we can add the behaviour:
If you drop a minion near impenetrable rock (or if no jobs exist) and there are no other nearby jobs they will fortify (or something similar) -- but that's late-late development polish :p
 
Dec 14, 2013
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Portland, Oregon
#7
i was wondering if there is different skirmishes with each choice.....The first time i played the level seemed like they were claiming land..like on the second one i met opposition in the far northeast and northwest already claming the entrance and the gold vein.but the next 2 times i restarted ir the opponent did not even break out of there core...I put a garrison right next to it to check things out and there were 3 imps just standing there....so is this two settings or did one just bug out ?
no lord around.png
 

Psycix

Dryad
WFTO Founder
Jan 9, 2013
834
305
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#10
Very nice work. Astounding progress and amazing design choices!

The whole constructs/defenses thing, the brimstone/permafrost plus cauterize/chill changes, traps on stone bridges and the VOE changes are all brilliant choices, I feel these will make the game much more interesting to play, especially against other players.
 

v0id

Programmer
Brightrock Games
Nov 18, 2011
2,428
1,008
580
Germany
#11
i was wondering if there is different skirmishes with each choice.....The first time i played the level seemed like they were claiming land..like on the second one i met opposition in the far northeast and northwest already claming the entrance and the gold vein.but the next 2 times i restarted ir the opponent did not even break out of there core...I put a garrison right next to it to check things out and there were 3 imps just standing there....so is this two settings or did one just bug out ?
View attachment 6467
Oh yea this was my fault. When you simply use "Restart Level" instead of entering Skirmish mode over the Main Menu, no AI player will be loaded. Because the Loading of that is triggered only over the map selection menu for skirmish maps.
We will have this fixed of course in the next update.
Cheers

And @all: thanks for all the nice words and your support :)
 

glinkot

Oculus
WFTO Backer
Nov 25, 2013
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#12
This update is fantastic! A couple of observations (it's been a while since I tried a build)

- in the campaign it tells you to rally the creatures- but a purple button in the main menu is highlighted. It took a while to find the rally buttons on the side.
- I was using a trackpad but it wasn't clear how to cancel an action when you have your mouse button down to set a tile as a certain type of room
- on a similar note, once you accidentally set a tile to be some kind of room, I couldnt see a way to clear it.
- the top veins menu seemed a bit sticky- when creating the tavern in the campaign the tavern icon did nothing for a little while, and the menu itself was reluctant to dismiss.

Anyway, great progress guys!
 
Dec 24, 2014
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#13
I imagine we can add the behaviour:
If you drop a minion near impenetrable rock (or if no jobs exist) and there are no other nearby jobs they will fortify (or something similar) -- but that's late-late development polish :p
Well, I would have suggested that impenetrable rock be auto-fortified if it's next to claimed terrain (whether bridge or land,) but then that could lead to confusing issues if you have a single tile-stretch of impenetrable rock separating two different factions. You'd have to add a check to unclaim the rock if it was adjacent to two or more separate factions, which could then give away intelligence regarding the proximity of the enemy.

Of course, there's nothing stopping opposing workers from serially doing so anyway, I suppose. Most passive-aggressive fight of all time, changing the color of an impenetrable wall.
 
Jul 27, 2014
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Parts Unknown
#14
- on a similar note, once you accidentally set a tile to be some kind of room, I couldnt see a way to clear it.
You can sell misplaced rooms with a click on this button:
sell.jpg
In my opinion it´s a little hard to find because it doesn´t stand out of the general UI too much.

I would teach about that in the following way:
  1. Force the player to build an archive.
  2. Research everything.
  3. If there is nothing to research left let the player sell the archive.
  4. Build a barrack to train the cultists
 

v0id

Programmer
Brightrock Games
Nov 18, 2011
2,428
1,008
580
Germany
#15
Well, I would have suggested that impenetrable rock be auto-fortified if it's next to claimed terrain (whether bridge or land,) but then that could lead to confusing issues if you have a single tile-stretch of impenetrable rock separating two different factions. You'd have to add a check to unclaim the rock if it was adjacent to two or more separate factions, which could then give away intelligence regarding the proximity of the enemy.

Of course, there's nothing stopping opposing workers from serially doing so anyway, I suppose. Most passive-aggressive fight of all time, changing the color of an impenetrable wall.
We just recently disabled that imps fortify rock. I was about to suggest team internally exactly this. Auto fortify when adjacent to claim and auto unfortify like normal walls (when no claim is in 8 neighbors). That should work fine in all cases and it's likely that we'll do so.
 
Feb 1, 2014
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#16
About the shadow, wouldn't it make more sense if he tried to target the supports and ranged units? What does the "strongest" target mean, the one with more health, strength, level...?
 
Likes: Triscopic

ShadowDragon8685

Dwarven Worker
Dec 24, 2014
9
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#18
We just recently disabled that imps fortify rock. I was about to suggest team internally exactly this. Auto fortify when adjacent to claim and auto unfortify like normal walls (when no claim is in 8 neighbors). That should work fine in all cases and it's likely that we'll do so.
That sounds reasonable, too, I just can't help but wonder who gets the wall claim if there's more than one opposing claim adjacent to it.

Me, I just like things to look good, and unclaimed walls do not look good to me, even if they are literally impenetrable. Also wall props, if it should be an issue.
 

v0id

Programmer
Brightrock Games
Nov 18, 2011
2,428
1,008
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Germany
#19
That sounds reasonable, too, I just can't help but wonder who gets the wall claim if there's more than one opposing claim adjacent to it.

Me, I just like things to look good, and unclaimed walls do not look good to me, even if they are literally impenetrable. Also wall props, if it should be an issue.
It was so that the first one who claimed it got it, however we changed this behaviour again internally, since I did this fix only because I was not aware about how the new terrain tilesets we plan to introduce work.
No impenetrable rock will be fortified in future.
Instead rooms adjacent to not fortifiable walls (eg. rock) will enforce the wall and put normal room clutter on them, when the room is sold/destroyed this effect disapears.
So it wont involve any fortify mechanic used for other terrain types, only the existence of a room adjacent will control the look of non-fortifiable walls.
For now we fully removed fortifying rocks and the currently odd look will be fixed with the new tilesets.
 
Feb 1, 2014
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#20
Will the clutter mechanic get a WFTO Wednesday or something like that? There isn't much information about it
 
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