Darkest Greetings Underlords

It’s that time once again, the stars have aligned and the laughter of cursed gods echoes through the air; another patch for WFTO is being released upon the unsuspecting populace. In Patch 1.2.3 you’ll find a handful of performance optimisations, balance changes as well as over 50 other fixes and changes that will no doubt leave you craving for more.

That’s not all for this week though, keep an eye out over the course of the coming week for a new exciting preview in our newsletter!

Now without further a do, read on for the patch notes!

Gameplay and Balance Changes

It is no longer possible to pick up defence parts, artefacts and gold piles from allied dungeon tiles

Destroying a Dungeon Core will now cause all the units belonging to that Underlord to become KO’d allowing players to vie for imprisoning rights over them

Rooms can only be repaired from edge tiles as opposed to any tile in the room

Outpost (Construct)

Can no longer claim tiles that it cannot “see” i.e. tiles diagonally open but blocked by two walls

Emperor Lucius (Unit)

Resistances substantially increased

UI Changes

Team colour added to prop efficiency and progress shields

The “M” button next to the minimap now opens the pause menu

A reset home realm button has been added to the campaign menu, you no longer need to enter the home realm to reset

Added a confirmation dialog when deleting a saved game

Improved several tooltips

AI Improvements

Your units will now all attack a rebelling unit if they see them attack another friendly unit

Units that miss with a ranged attack regularly will attempt to move closer to increase their chance of hitting

Performance Optimisations

Improvements made to threat identification for AIs to reduce load on CPU Large number of units moving into a tile in the same game tick could cause a microstutter

Improvements to object creation to reduce load on CPU and overhead for garbage collection

Reduced overhead from the Fog of War visibility renderer

Visual Improvements

The Wormhole potion now plays a VFX at the destination for each unit travelling

VFX added to show when units are frozen in place by the Bonechiller active

Extended the radius at which walls are clipped, this should make it so you can’t see a black abyss at the edge of the visible area in certain camera positions

Level Changes

Belmornes Pass – Level 9

Added a loss condition when the player Dungeon Core is destroyed

Home Realm

Units belonging to the Empire no longer have needs in this level

Misc Changes

Various backend changes to add support for upcoming features

Some cleanup to underlying codebase

It is now possible to play skirmish levels in a pseudo sandbox mode by closing all other slots than your own

Bug Fixes

Fixed a bug that would prevent Kasita from replacing stone bridges that have been sold in Level 12

Fixed exceptions that would occur upon the death of workers spawned above the mana lock limit

Tooltips for rooms will no longer show constructs as placable

Fixed a bug which would cause prisoners to seek their beds, causing them to stop pacing the prison

Master AI will demonstrate its outstanding grasp of human social interaction by not spamming you with the same messages

Fixed an issue where the flight ability was not passive for several units and using it would break their movement

Fixed an issue where when possessing certain units would cause their collision box to become so large that it rendered some areas impassable

Fixed an extremely long standing bug which would cause the unit panel to become unscrollable (Thanks to Biliskner for helping pin down the cause)

The camera in multiplayer spectator mode will no longer disappear below the level

Fixed an issue where the Worker rally and Impasse flags would not be placed reliably when a Rally all or Beast rally flag is already placed in the level

Fixed a bug where spirit workers could be damaged by AOE attacks

Fixed an issue where mana locks for workers would be duplicated upon loading a saved level

It is no longer possible to cast “Blood money” on the same unit multiple times

Workers that are dragging items and units will no longer be displayed as idle on the worker display

Fixed an issue in the behaviour of Well of Souls which would cause it to deal it’s damage inconsistently

Fixed a bug that occured on level 8 where spawning certain heroes would cause them to spawn continuously as black ghouls

Fixed a bug where ramparts could not be sold after loading a saved game

Fixed an incorrect animation on the Archon that caused it to behave erratically when possessed

Fixed a visual issue where Gnarlings would face the wrong direction when assisting in training

Fixed a bug where enemy tiles would change team colour if you dragged a build selection over them from one of your tiles

The home realm will no longer award you with a random number of sins upon loading

Fixed the sin cap being incorrectly calculated due to Titan aspects

Workers should no longer have issues grabbing units that were KOd near a prop

Giant workers no longer appear for clients in multiplayer when dropping workers on a Dungeon Core

Fixed an issue where clients were unable to pick up workers in Multiplayer

Lord O’Theland now behaves correctly in the Home Realm and can be dropped in Arena, Torture Chamber, Crypt etc.

Fixed an issue where the tooltip delay option would not work as expected

Fixed a visual issue where Unit shields would occasionally stay black where a unit had previously rebelled

Ghouls and other units which do not benefit from experience are no longer counted in the distribution for the effects of “Wisdom Juice” potions

Fixed a case where possession abilities would not work for clients in Multiplayer

Fixed a bug where the bombard overdrive VFX would not persist through a save and load

Gold shrines will behave better with saving and loading

Gold Vortex constructs will no longer activate themselves after loading a save game

Gold Vortex constructs will now correctly render their VFX when active after a save and load

Fixed a bug where workers would behave as if they had just been dropped, locating a job in the near vicinity after a save and load

Fixed a bug that occurs after loading a save game where picking up a unit from the arena and dropping it would cause it to attack friendly units outside the arena.

Fixed a bug where units would fight to the death in the arena if a saved game was loaded

Fixed a bug where the Beastmaster would not heal friendly beasts under any circumstance

Until next time Underlords,

– WFTO Team

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