Patch 1.3 our first true feature patch for War for the Overworld since release is now available! Here you can find an extensive list of changes in the latest patch, if you’d like to find out more then read the full release post here!

Latest Updates

Patch 1.3.1 – 20-12-2015

Patch 1.3.2 – 13-01-2015

Map Editor & Steam Workshop

Perhaps one of the most anticipated features we’ve ever had the pleasure of developing and certainly one of the most substantial. It’s finally time to pass it from our keyboard calloused hands to your grasp, take hold and claim your destiny! (That was overly dramatic -ed)

Create 1-4 player skirmish, multiplayer, sandbox and scenario maps

Supports maps up to 126 by 126 in size

Populate your maps with terrain, units, defences, constructs, artefacts, shrines and rooms

Introduce the forces of the empire and place inhibitors to create additional objectives

Utilise the powerful mirroring tools to create perfectly-balanced maps

Import existing maps and modify them to your dark will

Share your maps on the steam workshop for other Underlords to discover

Automatically download maps you don’t own when joining games

New Ritual: Armageddon

We recognised that players walling off their core in multiplayer games was becoming a trend that created slow and uninteresting ends to matches that had already been decided. We looked at several options for solving this and decided that a new ritual would be the best bet – see the trailer for more!

Located at the very end of the Central Vein, in a later update we will be moving it to Wrath

Has the highest preperation time of any ritual

Once activated, it will begin a 20 second countdown

Once the countdown completes, a large explosion will emanate from every dungeon core on the map (including the casting player), dealing massive damage to any walls nearby

New Maps

For just under a month now the QA team have been working closely with the code team on the Map Editor, this has resulted in dozens of maps seeing the light of day, the best of which we’ve chosen to be officially included into the game. You can view images of all the Multiplayer maps here!

Eight 2-player skirmish maps Fuse by Nutter666 Flood by Nutter666 Seastead II by Nutter666 Golden River by Beneathar Temple of Kira by Beneathar Firelands by Fireeye Death’s Head by Fireeye Border War by Böhser Onkel [AUT]

Two 3-player skirmish maps Trinity by Marados Triad by Marados

Two 4-player skirmish maps Ironbeard’s Hold by Marados Paranoia by Fireeye

One 1-player Sandbox Lagoon by Nutter666

Three 1-player Scenarios Smolder by Nutter666 Stonegate by Marados Arcane Prison by Beneathar



Gameplay & Balance Changes

Campaign

Reduced Ghoul damage in Campaign level 8

Updated Campaign 9 to have the waiting rally point inside the enemy outpost

General

Increased repair room speed from 0.05 to 0.125 (to be closer to room claim speed of 0.15)

Increased sleep need reduction from 0.05/s to 0.15/s (units will get tired faster)

Reduced beast sleep need reduction from 0.3/s to 0.2/s (beasts will get tired slower)

Beasts & Titans will now die automatically if their owner’s Dungeon Core is destroyed

Slapping Workers will no longer push them a great distance, and will not make them switch task unless you slap them multiple times

Tweaked some happiness of advanced units (Witch Doctor, Succubus, etc) so they are slightly easier to keep happy

Super Units & the Ember Demon will no longer flee from combat

Empire Gateways

If claimed, Empire Gateways will now correctly spawn the relevant Empire units for any room

The exception is the Spirit Chamber, which has no Empire unit, so Empire Gateways can also spawn Witch Doctors

Empire Gateways can also spawn minibosses (Arcanist, Bard, Highguard and Vanguard) under specific conditions – see if you can find them!

Behemoth

Reduced movement speed from 7 to 6

Relentless (passive) health regen decreased from 20 per tick to 15 per tick

Rampant Charge cleaned up and now allows the Behemoth to attack sooner after charging

Siege Weapon (passive) defence damage resistance reduced from 35% to 25%

Siege Weapon (passive) defence damage bonus reduced from 50% to 25%

Immolation (passive) damage reduced from 10 per stack to 5 per stack

UI Changes

Rearranged items on the main menu slightly Sandbox is now ‘Sandbox & Scenarios’ and contains several new single-player maps (this is also how you access single-player maps downloaded from the Workshop) Survival has been moved to the ‘Extras’ menu A ‘My Home Realm’ button has been added to the main menu that takes you directly to your Home Realm A ‘Map Editor’ button has been added for obvious reasons A ‘Buy Statues’ button has been added to the ‘Extras’ menu – more details on this soon!

Added a button to show map description in Sandbox, Skirmish and Multiplayer lobbies

Added a cutscene volume slider to settings

Added an option to enable unoccluded object highlighting

New portraits & icons for all bosses, Workers, Spirit Worker, and Temple Guard

Fixed an issue on the debrief screen where your total evil rating could overlap with the stats listing in some resolutions

‘Author’ is shown where ‘Recommended Mode’ was before in map selection and map details

Added units lost stat to debrief screen

Improved Well of Souls tooltip

Tooltips for settings elements should now appear more reliably

Targets will now only highlight in possession if you are in range

Audio Changes

New seasonal greetings!

Added alerts for several prison states – Overcrowding, escape, etc.

Added new alerts for when too much mana is locked

Visual Changes

Reduced the range of the lighting on Tavern props to reduce the chance of bad lighting artefacts when the pixel light count is less than 3

Fixed incorrect rendering in the Mira core water shader

Added new water material to the campaign map and solved black flickering in

Misc Changes

Changed AI to claim gateways and shrines less aggressively

Wraiths are no longer recalled with the Recall spell

Credits updated

Changed the completion time of the Tower Defence achievement to 38min

Gargoyle blueprints can now be rotated

Bug Fixes

Fixed an issue with using blink abilities in Possession

Fixed the Gargoyle from rotating too much

Fixed captured Taverns not being stocked by workers

Fixed out of combat abilities breaking the Spirit Chamber

Fixed the unit separating force not doing anything when two units are on exactly the same spot, causing units to become eternally trapped

Mouse can no longer target objects behind a solid wall

Fixed some Empire units not spawning from Overworld Gateways in Multiplayer

Overworld Gateways now spawn Witch Doctors as there’s no Empire equivalent

Fixed blink abilities sometimes putting units in lava

If the game fails to load a level for any reason it will now return to the main menu

Added an error alert when the game encounters an issue during game initialisation

Added a check for when Steam is not initialized, which lets the user know about the critical failure and quits the game

Fixed Gargoyle not firing when there is a blocking object within a 3 tile range

Fixed units/defences sometimes not attacking an enemy unit/defence when spawned in range

Fixed loading order issues preventing the depossession of a unit (in home realm)

Fixed the Construction ritual leaving a summon VFX behind if constructs are sold or destroyed in the process

Fixed the long-standing issue where clicking the minimap to zoom frequently didn’t work after saving or loading

Fixed shrines not showing in fog of war

Fixed units getting disabled forever in levels without a Core (e.g. Campaign level 8) when using Recall on them. Recall can now only be used if there is either a Dungeon Core or a bed for the unit

Fixed the incorrect reset home realm confirmation text and added confirmation text when resetting the Campaign

Fixed the Besiege ritual not using the dig speed modifier from its prefab, which made it much less effective than it should have been

Fixed Bafu and Oculus units not attacking Dungeon Cores and inhibitors

Fixed the ritual in Campaign level 5 from completing automatically and without player input after the end narration

Ability selection for non-host players using Possession in multiplayer is now correctly shown on the UI