War for the Overworld

v2.0.1: “Somewhat-Told Depths”

Release Notes

Darkest Greetings Underlord,

It’s been just over two months since we unleashed the gargantuan Patch 2.0 and The Under Games expansion upon the world and the reception has been incredible. Since then we’ve been hard at work taking your feedback, identifying and fixing bugs and improving many of the features that came out along with our most ambitious update ever. After months of work we’re proud to present Patch 2.0.1. Don’t let it’s name mislead you, it’s actually very, very large. Encompassing hundreds of changes and just as many fixes it stands as one of our largest updates ever and is certainly our largest set of patch notes.

With such a huge list we’ve done our best to make it as easy to navigate as possible, below you’ll find the contents list which will link to the various sections of the notes so feel free to explore at your leisure. Also although we’ve made every effort to include every relevant change in here it is by no means an exhaustive list. But honestly after 36 pages of notes we were getting a little lost ourselves!

Read on Underlords and don’t forget to check out our latest post which includes some further information on a handful of important topics!

Contents:

Patch Highlights

Skirmish Voice-Over

We’ve added unique event-based speech to ALL opponent Underlords in Skirmish mode. Face your favoured opponent and hear them smack talk you! (This can be turned off in the Sound Options.)

Skirmish AIs will now react to in-game events vocally, providing ongoing commentary

The AI you hear is determined by the personality you are facing

The volume of the Skirmish VO can be controlled independently in sound options

A new mutator has been added to disable these for map-makers or in skirmish

Postal Worker

It is now possible to unlock a new “Postal Worker” skin via the In-Game newsletter signup.

If you are already signed up to the Newsletter then you simply need to enter your email again, you will not be signed up again but your skin will unlock.

Underlord AI Improvements

Our work on the Underlord AI has continued, now the AI is more intelligent, challenging and varied than ever before

Now employs more varied and entertaining strategies than in 2.0, and is now challenging for the highest-skilled players

AI performs coordinated blob attacks (it wasn’t doing this right before)

AI usage of defences and defensive Aspects has been vastly improved, allowing it to make much better use of Sloth-heavy strategies

The AI now uses a total of 76 Aspects (up from 54)

Increased the number of different build orders from 20 to 43 (from 3 per personality to approximately 7 per personality)

Reworked each of the old build orders to use newly-added Aspects and recent balance changes

Added one funny troll build order for each AI personality, surprising you with early Armageddon, a sea of Bone Chillers and Quick Freeze potions, Wells of Souls and Crypts all over the place, and much more!

Significant performance improvements to AI operations

Mighty Script Becomes Mightier

We’ve made a lot of changes to the Map Editor and Mighty Script based on the feedback we’ve received so far. There’s a lot of significant changes so please read the Map Editor section to see them all!

Performance Improvements

We’ve not left any stone unturned in our hunt for places to optimise the game. We know that performance is a big concern for a lot of our players and it’s something we’re always looking to improve.

Up to 50% reduction in the amount of Garbage Collection Stutter on certain systems When Stutter does occur the effects should be reduced by up to 33% Our tests were run on our in-house minimum specification machine, results will vary

The performance impact of redrawing Unit Shields has been reduced

Object Highlighter should now be more efficient

Introduced improvements to animation culling which should improve FPS

Optimised new Underlord AI performance impact

Further optimised Unit Pathfinding & Needs decision making

Improved performance in the Main Menu

Disposing of units in the gateway should no longer cause major FPS loss

Text display is now more memory efficient

Staggered the effects of the Fortify ritual to reduce performance impact

Identified and fixed a couple of memory leaks

Many other optimisations should yield improved performance on most systems

Gameplay / Balance Changes

General Gameplay

It should now be easier to feed or pay units or repair and build defences by dropping items upon units and defences in the dungeon

Dungeon Cores in King of the Underhill modes no longer regenerate health, this is purely visual but helps to maintain the impression of damage dealt

Ability Scaling

Buffs & debuffs now scale up as a unit levels at 22.5% the rate of before (42.5% more effective at level 10, instead of 190% more effective)

Knockbacks do not scale at all as a unit levels

Ritual Cooldowns

Different rituals now have different cooldown times after using them, instead of a flat 30 seconds

Vampire now has no cooldown

Sacrifice now has no cooldown

Uprising now has a 10-second cooldown

Revelation is keeping the 30-second cooldown

Prospector now has a 10-second cooldown

Overload now has a 10-second cooldown

Fortify has a 10-second cooldown

Construction is keeping the 30-second cooldown

Besiege is keeping the 30-second cooldown

Avarice is keeping the 30-second cooldown

Assembly is keeping the 30-second cooldown

Armageddon is keeping the 30-second cooldown

Research

Reverted the research speed changes from 2.0 Research rate in Multiplayer & Skirmish increased from 50% back to 65% Research rate in My Pet Dungeon increased from 40% back to 50%

These changes are due to a bug that was impacting training speed, which is now fixed

Units

All bosses that can be placed in the Map Editor can now be picked up like normal units

Arcanist

Health decreased from 1,000 to 750

Basic Attack Damage increased from 50 to 65

Unbound Power (Passive damage stacking) No longer causes the Arcanist to take increased damage

It is now possible to attract more than one Arcanist

Arcane Chunder (Crucible / Pet Dungeon / Under Games Unit)

Basic Attack Cooldown decreased from 5s to 3s Damage reduced from 50 to 45

Now only takes up a spot in the Archive, rather than both the Foundry and the Archive (for minion spawning purposes)

Removed the Arcane Nova ability which was unintended

Archon (Titan)

Hunger (Passive healing) Now heals a flat 1,450 health per attack, rather than a percentage of damage dealt



Augre

Aftershock (passive applied to every attack) Increased intensity of the knockback effect Stun effect removed

Basic Attack Damage decreased from 140 to 130

Quake (Cone) Damage decreased from 230 to 150

Ground Slam (AoE) Damage decreased from 140 to 120



Babymoth (Crucible / Pet Dungeon Unit)

Babymoths can now be picked up like normal units

Bafu

Basic Attack Damage decreased from 95 to 85



Banshee (Unit – From Reanimation Potion and Nether Shrine)

Slapping a Banshee now kills it rather than detonating it

Damage values tweaked Damage to units decreased from 200 to 125 Damage to defences increased from 200 to 250 Damage to props (Cores & Core Shards) increased from 400 to 600

Health increased from 1,000 to 1,500

Movement speed increased from 3m/s to 3.5m/s

Updated pathing to be slightly better at navigating around walls

Bard

A Song of Ice and Fire (AoE Buff) Now grants a 50% damage increase instead of a 50% attack speed increase Buff duration increased from 3s to 5s Cooldown increased from 8s to 10s

It is now possible to attract more than one Bard

Beastmaster

Primal Instinct (Single Target Buff) Cooldown decreased from 15s to 5s Duration increased from 2s to 10s No longer stacks

Savage Roar (AoE buff) Increased radius from 1.5 tiles to 2 tiles Increased attack speed buff from 25% to 30% Added a 40% damage buff Cooldown decreased from 30s to 25s



Chunder

Chunder Thunder (Burp) Debuff duration decreased from 12.5s to 10s Debuff can now only stack 2 times, instead of 3

Headbutt (Stun) Cooldown increased from 10s to 12s

Basic Attack Cooldown decreased from 3s to 2.5s



Colossus (Titan)

Will now heal itself with any gold it picks up before sending it to the Vault

Basic Attack Damage decreased from 1,200 to 1,100



Crackpot

Flashbang (Stun) Now explodes into an AoE, instead of just hitting a single target

Potion of Mass Destruction (Nuke) Now explodes into an AoE, instead of just hitting a single target

Performance Enhancing Substance (Buff) Now explodes into an AoE, instead of just hitting a single target Now grants a damage buff instead of an attack speed buff Movement speed buff increased from 15% to 30% No longer stacks



Disciple

Health increased from 700 to 1350

Basic Attack Damage increased from 90 to 125 Cooldown decreased from 3.5s to 2.5s



Ember Demon (Construct / Unit)

Health increased from 1600 to 1800

Basic Attack Damage increased from 60 to 75

Ember Spirit (Death explosion) Damage decreased from 300 to 150 Knockback intensity increased by 250%

Immolation (Damage aura) No longer stacks and instead deals a flat 5 damage per second (instead of 3-15 damage)



Ember Lord (Crucible / Pet Dungeon / Under Games Unit)

Summoned Ember Demons no longer last forever

Empowered Banshee (Unit – From Empowered Banshee Spell)

You can now no longer summon more than one Empowered Banshee on a single tile at a time

Slapping an Empowered Banshee now kills it rather than detonating it

Damage values tweaked Damage to units decreased from 400 to 175 Damage to defences unchanged from 400 Damage to props (Cores & Core Shards) increased from 800 to 1,000

Mana cost decreased from 150 to 100

Health decreased from 2,000 to 1,750

Movement speed increased from 3m/s to 3.5m/s

Updated pathing to be slightly better at navigating around walls

Eternal (Titan)

The Eternal’s shield is now compatible with Core Shards and King of the Underhill In Core Shards the Eternal will absorb damage dealt to Core Shards In King of the Underhill the Eternal will absorb any Underhill shots heading towards the Core, taking 1,000 damage from each (allowing them to absorb a total of 20 shots)

Basic Attack Cooldown increased from 2.5s to 3s Stun duration decreased from 3s to 2s

Time Vortex (Slow aura) Attack speed debuff decreased from 50% to 40% Movement speed debuff remains at 50%



Firebreather

Increased health from 1,000 to 1,250

Removed Dragonsteel Axe This ability never functioned as intended Pre-placed Firebreathers in certain levels may still appear to have this ability but it no longer has any function

Basic Attack Damage increased from 75 to 95

Flame Breath (Cone) Damage increased from 75 to 95



Frost Weaver (Potion / Unit)

Now has a Frost Nova ability that dramatically slows down nearby enemy units for a few seconds

Chilling Embrace (Slow aura) Range increased from 1.5 tiles to 2 tiles No longer stacks, and instead applies a stronger effect immediately



Frosty Weaver (Crucible / Pet Dungeon / Under Games Unit)

Health decreased from 2,500 to 2,000

Can now level up and use the Barracks

Can now be recycled

Now occupies 1 population

Basic Attack Damage decreased from 225 to 80 Cooldown decreased from 3.5s to 3s



Ghoul

Health increased from 700 to 1350

Basic Attack Damage increased from 90 to 125 Cooldown decreased from 3.5s to 2.5s



Golden Weaver (Crucible / Pet Dungeon / Under Games Unit)

Movement speed decreased from 5m/s to 4/ms

Health decreased from 2,500 to 2,000

Can now level up and use the Barracks

Can now be recycled

Now takes a wage on payday

Now occupies 2.5 population

Basic Attack Damage decreased from 175 to 130



Highguard (Unit)

It is now possible to attract more than one Highguard

Basic Attack Damage increased from 195 to 255



Huntress

Basic Attack Damage decreased from 125 to 105

Salvo Damage decreased from 275 to 260



Juggernaut

Health increased from 2000 to 2150

Basic Attack Damage increased from 80 to 160 No longer increases the damage taken by the target Now stuns the target for 1.5s

Shockwave (AoE stun) Damage increased from 80 to 130



Magma Weaver (Crucible / Pet Dungeon / Under Games Unit)

Health decreased from 2,500 to 2,000

Can now level up and use the Barracks

Can now be recycled

Now occupies 1 population

Basic Attack Damage increased from 60 to 80



Matriarch

Health increased from 1,000 to 1,500

Basic Attack Damage increased from 80 to 90 Cooldown decreased from 3.5s to 2.5s

Crusade (Disciple focus fire) Now deals 90 damage

Holy Fervour (Disciple buff) Duration increased from 2s to 15s



Molten Skarg (Crucible / Pet Dungeon / Under Games Unit)

Health increased from 1,300 to 1,450

Necromancer

Health increased from 1,000 to 1,500

Death Eater (Heal on Ghoul KO) Heal increased from 150 to 750 Now also heals Ghouls to full health

Basic Attack Damage increased from 80 to 90 Cooldown decreased from 3.5s to 2.5s

Raise Revenant Cooldown decreased from 60s to 20s

Mark of Death (Ghoul focus fire) Now deals 90 damage



Oculus (Unit)

Petrify (Stun) Cooldown increased from 10s to 15s



Priestess

Intervention (Revive) Now revives the target with a portion of their health, rather than at full health (this scales with the health of the target and the level of the Priestess)

Blessing (Heal) Heal amount increased from 50 to 150 Cooldown decreased from 10s to 4s

Pacify (Debuff) Cooldown decreased from 25s to 20s



Revenant (Summoned by Archon, Necromancer, Well of Souls)

Self healing reduced from 150% to 25%

Shadow (Unit)

Nightmare (Stun) Now deals 125 damage

Basic Attack Damage decreased from 100 to 85



Skarg (Unit)

Health increased from 1,300 to 1,450

Templar

Basic Attack Damage increased from 65 to 85

Absolution (Bigger attack) Damage increased from 125 to 150



Terror (Crucible / Pet Dungeon / Under Games Unit)

Nightmare (Stun) Duration increased from 2s to 3s Now deals 250 damage



Thunderling (Potion / Unit)

Potion gold cost decreased from 15,000 to 12,500

Health increased from 7,500 to 8,000

Thunder Strike (AoE) Damage increased from 100 to 200



Uprising / Wraith (Ritual / Unit)

Wraith health increased from 700 to 1500 Wraith health decay increased from 3 to 5 As a result, their base duration has increased from 233s to 300s

Wraith basic attack Damage increased from 55 to 90

Halved Ritual casting time

Vampire (Ritual / Unit)

Sacrificing units with this ritual no longer suppresses unit spawning

Vampirism (Passive heal) Damage-to-heal ratio reduced from 150% to 125%

Health increased from 2,000 to 2,500

No longer spawns restless spirits whilst rebelling

Vanguard

It is now possible to attract more than one Vanguard

Damage bonus (over the Warden) increased from 175% to 200%

Shield Bash Fixed the knockback element of this ability to actually work



Warden

Shield Bash Fixed the knockback element of this ability to actually work



Witch Doctor

Health increased from 1000 to 1500

Basic attack damage increased from 75 to 110

Renewing Chant (Heal) Heal increased from 100 to 300 No longer applies a heal-increasing buff Cooldown increased from 3s to 4.5s

Invigorate (Buff) Cooldown increased from 2.5s to 10s Duration increased from 2s to 10s and the buff no longer stacks Attack speed buff removed Movement speed buff increased from 5% to 30% Added a 150% damage buff Now requires level 5

Resurgence (Revive) Cooldown increased from 30s to 45s Now revives the target with a portion of their health, rather than at full health (this scales with the health of the target and the level of the Witch Doctor) Now available from level 1



Wizard (Unit)

Updated abilities to be super cool

That is all

Rooms

Alchemy Lab

Now grants a small amount of work satisfaction and experience for units which are working in the room

Arena

Executing prisoners in the Arena now grants a boon of XP and happiness as originally intended Units fighting in the Arena share 100 XP + 50% of the executed unit’s XP Units fighting in the Arena and units spectating all gain a significant happiness boost



Barracks

Reverted the training speed changes from 2.0 Training speed speed set back to the old value (approx 20% higher)

This change is due to a bug that was impacting training speed, which is now fixed

Crypt

Gold cost decreased from 500 to 375

Sanctuary

Now grants a small amount of work satisfaction and experience for units which are working in the room

Spirit Chamber

Gold cost decreased from 1,000 to 500

XP gain per second increased by 100%

Gold cost per second increased by 50%

Now grants a small amount of work satisfaction and experience for units which are working in the room

Tavern

Tavern gold is dropped in one pile by the oven, rather than all over the Tavern

Torture Chamber

Now grants a small amount of work satisfaction and experience for units which are working in the room

Defences

Alchemine

Gold cost decreased from 2,000 to 500

Health increased from 2,000 to 2,500

Increased trip radius from 1.5 tiles to 1.75 tiles

Blade Lotus

Gold cost decreased from 1,500 to 1,250

Knockback doubled

Cooldown decreased from 5s to 3s

Bone Chiller

Defence part cost decreased from 4 to 3

Glacial Door

Now takes 25% reduced damage from fire sources (Ember Demon, Firebreather, etc.)

Base health decreased from 6,000 to 4,000

Max health (when closed) increased from 12,000 to 24,000

Charge time once closed increased from 30 seconds to 3 minutes

Health regen is now 0.125%/s rather than 1%/s (in real terms, it has decreased from 120/s to 25/s)

Health regen no longer stops when the door takes damage

Gold cost decreased from 7,500 to 5,000

Defence Part cost decreased from 5 to 3

Portcullis

Gold cost decreased from 2,500 to 1,750

Well of Souls

Range increased from 2.5 tiles to 3 tiles

Health increased from 3,000 to 4,000

Base damage increased from 45 to 50

Scaling damage increased from 30% to 35%

Defence Part cost increased from 5 to 6

Spells

Enrage

Mana cost decreased from 200 to 150

Damage buff increased from 50% to 66%

Resistance debuff decreased from 50% to 33%

Gild

Healing decreased from 1500 to 875

Magical Meat

Now fills 50% of the Slaughterpen Food need, down from 100%

Now fills 25% of the Tavern Food need (up to a max of 65%), down from 100%

Now fills 25% of the Sleep need (up to a max of 65%), down from 100%

The number of pigs spawned now equals the number of units in the effective radius, thus if you cast the spell above a single unit, only a single pig will be spawned.

Summon Worker

Worker count is no longer hard-capped at 30 – you can now have as many Workers as your mana pool supports

Summon Worker & Empowered Banshee

These spells now cost the same amount of mana that they lock, meaning you cannot use them with an empty mana bar

Rituals

Prospector

Decreased duration from 30s to 10s

Decreased cast time by 50%

Sacrifice

Sacrificing units with this ritual no longer suppresses unit spawning

Fixed Chilli and Chilly Chunder recipes being reversed (an easy mistake to make!)

Fixed several recipes that included Beastmaster and Wardens not working

Now accepts a number of unit variants as their core unit. I.e. Arcane Templar and Temple Guard now count as Templars.

Potions

Hellfire

Damage to units decreased from 650 to 350

Reanimation

Cost decreased from 3,500 to 1,500

Quick-Freeze

Gold cost decreased from 2,500 to 1,500

Transmutation

Can no longer be stacked when dealing damage to units

Wisdom Juice

Radius decreased from 2 tiles to 1 tile

XP increased from 1,250 to 4,000

Gold cost increased from 750 to 4,500

Work-A-Lot

Efficiency bonus increased from 250% to 300%

This change is due to a bug that was impacting training speed, which is now fixed

Constructs

Conduit

Gold cost increased from 500 to 750

Wall fortification speed now 150%, down from 250%

Enemy room claim speed now 150%, down from 250%

The speed of other tasks (like digging and claiming) decreased from 250% to 175%

Gold Vortex

Gold cost decreased from 1,500 to 500

Mana Vault

Reduced additional mana from 100 to 50 – this was an error

Moongate

Gold cost decreased from 15,000 to 3,000

Mana cost decreased from 25 to 20

Unit AI Changes

Units will now fight in combat in a more structured manner, keeping a minimum distance and making combat more readable

Units should now be much more careful around Lava and should be more careful when stepping off bridges

Beastmasters should now use their abilities more intelligently to support nearby friendly beasts

Witch Doctors will now be more intelligent in their use of the “Invigorate” ability

Units will now more intelligently path around enemy tiles and identify threat more dynamically

Map Editor

The Map Editor has received quite a few tweaks, especially in Mighty Script, rest assured however we have made every effort to maintain compatibility. You shouldn’t have any issues when opening or playing existing maps. You may need to fill out some extra values if you’re editing a map with an existing script.

Added a “Shiny Gem” VFX which can be spawned via Mighty Script. Perfect for a stage objective! Gotta collect em all!

Made a number of improvements to My Pet Dungeon specific features in the Map Editor such as setting up custom enemy waves

Improved the highlighting of dark tiles when selected

The Mirroring and Pivoting tool now makes use of the factions setup in the Map Settings, i.e. disabling a faction will cause duplicated factions to choose one of the enabled factions instead

God Mode is now enabled by default when using the “Export and Test” option

Pre-placed units can now be set to carry up to 1000 gold in the right-click toolbox

Arcane Templar now available in the Map Editor

Mighty Script New Features

Map Settings

Added “Disable mutator” allowing map maker to turn on or off the player mutator option in the scenario/campaign lobby

Added “Disable Player Theme Selection” allowing the map maker to turn on or off the player theme selection in the scenario/campaign lobby

Debug

It is now possible to watch the content of all variables by using the Debug console (Scroll lock) whilst in export and test mode using the “Watch vars” button

Scripts

Most values on items are now able to use a List variable

Most Triggers should now be able to output their current values to a List defined by the map maker

Variables are now more flexible and can be used in many more cases

New Triggers

On Aspect Unlocked: When a player unlocks an aspect

On Drop: When an object is dropped on something

On Gold Statue: When a unit is turned into a golden statue

On Prison: When a unit gets imprisoned

On Room Setup: When a room shape is detected

On Spell Cast: When a player casts a spell

On Spell Selected: When the local player selects a spell

On Underhill Ball Hit: Checks when an Underhill Ball hit something

Unit Killing: Checks when a unit is killing something

When Attacked: Checks when a unit gets attacked

New Conditions

Have Success Key: Checks if the player has a success key

Is Allied: Checks if two factions are allied

New Actions

Add to Party: Adds a defined unit to a party

Add to String: Concatenate a number at the end of a string

AI Attack: Add or Remove items from the attack objectives of the AI. Given a priority between 0 (unimportant) and 1 (most important)

AI Defend: Add or Remove items from the defend objectives of the AI. Given a priority between 0 (unimportant) and 1 (most important)

Announcement: Creates a central text announcement like seen in King of the Underhill or Core Shards

Camera To Core: Move the camera to the specified faction’s core

Change AI: Force set a Personality, set up a build order (optional) and set up the difficulty level

Damage Entities: Reduce the health of some entities

Dialog Box: Allow the player to make a choice (Yes/No)

Faction Modifier: Overhaul, added a per player mutator

Fire Underhill Ball: Fires at a specified target with a specified Underhill

Flash Tiles: Highlight tiles

Gateway Spawning Units: Modify the units which can spawn through a Gateway

Minimap Ping: Pings the minimap

Toggle AI: Pause/Play an AI

Modify Template List: Add/Remove templates to/from a List

Modify Wage: Modify the wage of a unit

Pick from List: Given a List and a Number, output the result in a List

Remove from Party: Remove a unit from a party

Respawn: Clone a unit, or Respawn it if KO

Ritual Modifier: Change the workload required, and the name and description of a specified Ritual

Set Level: Set a unit’s level

Set Mana Lock: Set a faction’s mana lock

Set Unit Name: Set a unit’s name

Parties

Added a configuration header, which applies a default value for newly created units

Removed the auto-close from the magic finder, to easily add many units

Added Speed and Scale modifiers

Numbers

Numbers can now either be Decimals or Whole Numbers (Integers)

Lists

When creating a List can now differentiate between lists of Strings, Templates and World Objects

Mighty Script Improvements

“Toggle Cinematic” now suppresses notifications while they are playing, allowing custom subtitles to be used without a chance they’ll be overwritten

HTML Tags are now supported in subtitles, this allows you to colour them to specific players Two special Variables have been created for this (P{X}Name) and (P{X}Color) where X is the faction you wish to use (Starting from 1) (PName) and (PColor) can also be used theses refer to the local player Example of this in use would be <Span style=’color:{PColor};’>

“Give Aspect” now supports multiple aspects to be chosen as part of a single action

When assigning units to a patrol route the first location is now referred to as 1 rather than 0, this should be much less messy

Prevented Blocks and Rooms categories from showing their content in the world picker mode of the Magic finder, enabling faster loading

Mutators

“Allow Construction ritual to affect Outposts” now also affects Moongates.

Editor UI

Magic Finder search bar is now focussed when opening the magic finder, input away!

Items in the Magic Finder are now sorted alphabetically

Removed “Enable” option from Objectives as this was causing confusion

Foundry props now display a progress ring towards the next defence part

Tile Coordinates are once again shown next to the cursor in the Map Editor

More Icons added

Unavailable Mightyscript options are now hidden in modes which do not support them

Level / Campaign Changes

War for the Overworld

We’ve touched up a few of the original campaign’s levels in the wake of the main campaign remaster, in particular, there are a few levels we weren’t happy with the achievements on so we’ve tightened the requirements up or in some cases (Subjugation) loosened them a bit.

Level 3

Changed visuals on the wall tops in the Empire Base

The “Portal Gems” speedrun achievement now requires you to defeat the level in 16 minutes (down from 19 minutes)

Level 4

The “50 Shades” speedrun achievement now requires you to defeat the level in 18 minutes (up from 17 minutes)

Level 5

The “Short Joke” speedrun achievement now requires you to defeat the level in 18 minutes (down from 25 minutes)

Level 6

Rearranged some of the lines from the Dwarves versus Mendechaus to ensure appropriate context

Level 8

Added optional objective to kill 10 units while in possession

Level 12

Adjusted the time that must pass before Kasita, Korvek and Draven begin spawning Titans

The “Over 9000” speedrun achievement now requires you to defeat the level in 50 minutes (up from 25 minutes)

Level 13

Drawbridge Winches now have a death VFX

Added a debriefing screen following the level

The Aum will now fly around the Emperor, his power is maximum

Updated Granite tops

Heart of Gold

Heart of Gold has always been in quite a good place and although we’re always looking out for issues (and have fixed a few) we’re pretty happy with the campaign, we’ve made a few small changes to enhance the experience through the campaign

Level 1

Swapped Artefacts of Gold for Artefacts of Plentiful Gold

Inquisitors now spawn throughout the level, increasing the amount of units that can eventually torture a certain annoying wizard

Level 2

The Road on this level is now always visible, rather than simply revealing the area around the patrols

My Pet Dungeon

With a few changes being made across the rest of the game we went through to make sure that the My Pet Dungeon campaign reflected those changes.

The Wizard and Arcane Templar have been added to the Toybox and Toybox waves on most levels

The bosses in the Toybox are now the non-Campaign versions with correctly functioning unit needs

Lockshackle

Lockshackle: The Thunderling potion and Empowered Banshee spell are now banned (as all summoning Aspects are)

The Under Games

The Under Games are massive and feature a lot of moving parts. Our ambition was to ensure that each of the distinct playable Underlords encapsulated a unique experience well and we think that’s turned out really well. We still want to make some tweaks though so that the experience is more consistent across all Underlords.

Underlord Lamash

The goal when playing as Lamash is to feel like you’ve got tons of units to play with, but then have to make the tough choice of who to keep alive, and who to burn – these changes should help solidify that feeling

Hazard Pay: Payday multiplier for living units decreased from 300% to 250%

Undead Horde: Unit spawn rate for all units dramatically increased

Undead Horde: Adjusted how Shamblers and Restless Spirits spawn to now be tied to Lair size, allowing you to more predictably attract more if you wish

Underlord Kasita

Can now attract Golden Weavers Building large Vaults will attract more Golden Weavers Golden Weavers are worth a large amount when Blood Money is used

Passive gold generation decreased from 25/s to 20/s

Underlord Oberon

Now has a range of buffs to make him a more challenging opponent (Mendechaus is crafty like that)

Underlord Marcus

Now has the same special Chunders that Volta has

Underlord Rhaskos

Now has the same special Beasts that Shale has

Underlord Draven

Now has the same special undead units that Lamash has

Rockhard (Level 3)

Replaced the Research Shrines with Underworld Gateways This allows the special unit spawning for Lamash, Kasita and other Underlords to function on this map

Added several Artefacts of Greater Sin

Crucible

Empowered Banshee and Reanimation are no longer banned

Scenarios

We’ve taken the decision to remove the customer scenarios that were produced by our voluntary QA testers during the production of 2.0 or before. There are a number of reasons for this but primarily it stems froum us wanting a clear division between content that is and is not actively supported by us. What this means is that we will only include scenarios we’re 100% happy with on localisation, features, testing and performance, by limiting this to maps we create ourselves we can ensure that we know ever level inside and out and can provide support appropriately in a way that was not possible with these custom levels.

We should say that this is not a reflection on the quality of these levels as they are all great experiences produced by very talented and dedicated people, it is simply that we wish to maintain complete control over our scenario content. All of these maps are still available on the Workshop with the added benefit that you can download them and subscribe to updates from their creators as well as provide feedback directly to them.

This is a conclusion we should have reached earlier but in the scramble leading up to 2.0’s release we did not properly consider the ramifications of including these maps on our support structure. When it came to this decision we considered other options but ultimately we felt that this would result in unfair restrictions being placed on these talented creators which would no doubt result in them being unable to truly create the maps they wish to create.

We apologise to all the incredible people who helped create these maps and for all the players who have enjoyed them. Please show your support by downloading them direct for the workshop!

Removed many of the custom scenarios produced by our voluntary QA testers

Added a “Download scenarios” button to the menu that will take players to the relevant workshop

Visual Improvements

Banshees have been visually reworked to make them more visible

Banshees and Empowered Banshees should now be more distinct

Arcane Bombards now fire purple fireballs, magic!

Updated Player Colouring on several Dungeons: Underlord Lamash Underlord Volta

Added Clutter to the Incantation Shrine

Adjusted several Possession view filters Piggy Arcane Chunder Most Empire Units

New Unit Animations: Firebreather Death Getting Paid Animations for a number of units Inquisitor “Inquisition” Ability Cultist All Abilities Ember Demon Abilities Frost Weaver (and derivatives) Entrance Animation Frost Weaver Basic Attack Multiple Restless Spirit Animations Spirit Death Animation Shambler Death Shambler Sleep Bard Combat Animations

New Misc Animations Mana Shrine Living Animation

Improved Animations Crackpot Death

Improved visuals of some corrupted Empire units: Arcane Templar Dwarven Arcanist Arcane Warden Templar Juggernaut Arcanist Firebreather Huntress Inquisitor Matriarch Priestess Warden Wizard

Improved Material used on Kasita’s dungeon theme

Improved brightness of Kasita’s Door Arch

Improved Visuals of toggle props in the Crypt and Spirit Chamber

Empire Arcane Worker is now Team Coloured

Updated range indicators for a number of defences, potions and spells with new art and distances which match the above balance adjustments

Rebalanced the appearance of the Nether Shrine

Several updates to Unit Portraits

Improved the appearance of the Necromancer’s Staff

Updated VFX on Banshee spawning

Updated the appearance of the Sanctuary Room

Improved the appearance of the Tile Highlight effect used on the first level of the War for the Overworld campaign

Rally Flags will now appear above doors when placed there

The Infernal Urn should now smoothly transition between targets

Improved the appearance of the Mana Shrine

Improved the Chunder’s bed stink, crisis averted!

Added a small VFX when units leave and enter the Arena

Updated appearance of Bloodfalls on Snowy and Onyx terrain themes

Improved the Succubus’ texture to make her more visible

Improved the visuals of the Well of Souls

Audio Changes

Added dozens of new Generic VO lines from Mendechaus for use in custom levels Full details will be made available in the future but all these lines can be found in gametext under the heading: ## Mighty Script Custom VO

Added several generic VO lines from “The Lord of The Land” boss unit Full details will be made available in the future butu all these lines can be found in gametext under the heading: # # Mighty Script Lord of the Land Unit VO

Added additional lines to the Arcanist’s Work VO

Units that are killed intentionally by the player will no longer generate a “Unit lost” alert

Removed an outdated sound effect when units spawn from the gateway

Made some small audio changes to the Main Menu

Updated the voice lines that play on the Skirmish debrief screen

Added some additional Unit VO

Added a number of missing dynamic tutorials for unit variants seen in the Crucible and Under Games game modes

Localisation & UI

Added some additional information to new defence tooltips which were missing.

Thunderling Abilities now have Tooltips

The Matriarch’s tooltip now shows how many Disciples she has summoned

Units which do not have needs will no longer display them on their Unit Shields or Tooltips

Description box when creating a new map in the Map Editor has been made larger

Opening the load menu whilst in-game now opens the saves for the mode you’re currently playing

The Unit Panel has been updated now displaying how many units you can grab in any particular group when hovered

Added a small pulse to the God Mode toggle when using God Mode for the first time

Improved the appearance of the Gateway Spawning controls when left clicking on a Gateway

Objectives are now visible in possession mode

Improved the readability of prop efficiency shields

Units which cannot level up will no longer show their level or experience points in their tooltip

Unit Shields now accurately represent the progress of a unit which is being tortured

Added a “Download Scenarios” button to the Custom Scenarios menu

Added a link to the Cynical Imp charity skin in the extras menu

Miscellaneous Improvements

Reworked Hotkey Assignment in the options menu. It is now possible to assign conflicting Hotkey. Assigning a conflicting hotkey will unassign the original action which was bound to the chosen key and generate a warning. This should vastly improve the usability of this interface.

Updated UI Middleware which should address some UI related errors

Updated Credits

Newsletter Signup is extra GDPR compliant! Yay

The game now runs in exclusive windowed mode. This change can be reverted by adding “-window-mode bordeless” to your launch options

Improved map loading

Bug Fixes

Crashes & Gamebreakers

Fixed an issue where the game could crash when quitting or restarting the My Pet Dungeon mode

Fixed a rare crash that could occur on saving a game

Fixed an issue where the game would be prevented from loading any level on Linux-based systems which do not use a dot (.) as the decimal separator in floating point numbers

Fixed a rare soft lock which could occur when quitting the map editor without saving

Fixed an issue where a player could not access the Under Games if they did not own Heart of Gold

Fixed a crash that could occur when loading Level 2 of The Under Games

General Gameplay

Fixed an issue where Knockback was not being correctly applied to units in combat

Worker Rally Flags placed on props can no longer be hidden within the prop

Fixed an issue where grabbed units and pigs could be killed in your hand

Fixed an issue where neutral units were considered as enemies by multiple game systems

Fixed a number of miscellaneous Knockback issues

Enemy Dungeon Cores will be revealed upon victory to allow the death animation to correctly play (often an issue on King of the Underhill and Core Shards game modes)

Fixed an issue where loading a save where the player owned a destroyed Dungeon Core would cause the player to instantly lose

Fixed an issue where random tiles were becoming unbuildable

Using shift to “paint” orders now counts towards relevant scores. I.e. Shift-RClicking to slap units now counts towards total slaps

Fixed an issue where the cooldown on creature attraction was not saved correctly

Fixed an issue where damaging AOE effects were not applying correctly

It is no longer possible to reinforce walls beyond their maximum health by having an imp damage it followed by immediately reinforcing it

Units

The Huntress’ “Beast Whisper” ability should now correctly reduce damage taken from beasts

The Crackpot’s “Performing Enhancing Substance” ability should now correctly increase the damage of allies

Shadow’s now correctly deal additional damage if their target is unaware of them thanks to “Shadow Strike” fix

Shamblers now correctly become knocked out as intended

The Huntress now creates the correct bed

Spirits can now be correctly disposed of via the Gateway

Inquisitors should no longer randomly fall through the floor, they will now have to find new ways to perform their self-flagellation

Buffs should no longer be interrupted when placed on enemy units

Beast Masters will no longer use their heal on enemy beasts

Fixed a number of issues with the Frost Weaver’s abilities

Units should no longer occasionally walk into walls after using the Moongate

Fixed a pathfinding issue where Workers would become stuck on Archive props

Fixed an issue where picking up a worker that is carrying an Artefact over a bridge above a chasm will cause the artefact to drop into a chasm.

The Colossus should now correctly heal himself when draining Gold

Fixed an issue where the Skarg would randomly lose all their speed

Banshees now correctly explode when blocked by ramparts

Gold Weavers will no longer break due to having a gold need but no wage

Imprisoned vampires will now return to their lair correctly when escaping Prison

Vampires will now sleep inside their coffin

Spirits should correctly spawn if a player kills their own units in the Torture Chamber

Units should no longer be able to fall unconscious inside props, preventing their retrieval. Typically this was seen with Archive lecterns

Baby Democorns will no longer be upset all the time

Ember Demons no longer affect population cap

Fixed an edge case where units could ignore their payday

Fixed an issue where it was not possible to select the Thunderling’s first ability whilst in possession

Neutral Units which are in prison should be correctly converted to the player when captured

Corrected an issue where Titans were not appropriately immune to stuns

Beasts which have been turned into Golden Statues by the Aureate Monolith can once again be slapped for gold

Thunderlings can now be dismissed by three slaps as intended

Huntresses now have the correct room requirements

Improved the pathability of the Colossus so he doesn’t get stuck on everything

Empire units which are rebelling can now properly leave the dungeon

The Necromancer should no longer be rooted to the spot if using the Mark of Death ability in possession

Fixed a number of issues with Porkzilla

The Magma Weaver’s “Fire Aura” ability is now correctly a passive ability

Rats can now once again be dropped onto a torture rack

Rooms

Fixed an issue where units in the Arena would not be displayed at the correct height

Fixed an issue where building a vault atop a gold pile could result in permanent visual only gold piles on the tile

Fixed the Crypt summoning toggle reverting to an on state after loading a save game

Empire Crypts will no longer keep their props if captured by a player with the Underlord Theme

Props in conquered rooms should now upgrade correctly when loading a saved game

Rats are now correctly killed when a Prison is sold

Spells

Summon Worker can now once again be cast upon tiles one tile space away from the owner’s domain

Worker Rally and Impasse should once again lock onto tiles

Force work effect of Obey should no longer be overwritten by Work-A-Lot potions

Fixed an issue where Summon Banshee did not correctly deduct mana

Summon spells now correctly cost and lock the same amount of mana

Fixed an issue where it was possible to become stuck inside possession by loading from an autosave or quicksave which occurred while the player was in possession

It is no longer possible to cast Magical Meat on dead units

Defences

Fixed an issue where Glacial Walls generated by the Glacial door would not be visually represented

Bombards will now die at the correct height

Items such as Defence Parts and Artefacts should no longer be partially submerged in the ground

Fixed an issue where Stone Knight and Sentinel caskets which were pre-placed may not contain sentinels

Unit Shields for Possession Doors will now correctly disappear upon death

Siege doors should no longer vanish if the tile directly adjacent to their central tile is changed

Fixed several issues with Siege Door walkability

Defence blueprints should now not show up for enemies until the first part has been added

The Garrison buff and not just the visuals now persist through saving and loading

Slapping the Alchemine will now cause the contained potion to explode as intended

The Infernal Urn can now destroy as many Ember Demons as are in its radius as intended

Fixed an issue where destroying a well of souls could cause unusual behaviour

Destroyed Alchemines will no longer leave their potions floating

Projectile Defences such as the Bombard will no longer rotate randomly whilst in blueprint mode

Constructs

The Conduit Buff no longer stacks with other Conduits

Potions

Fixed an issue where a few potions would incorrectly snap to a unit instead of a block

Dropping a Work-A-Lot potion on Workers should now never cause them to reach negative efficiency

Transmutation potions will no longer delete unconscious units

Rituals

Fixed several broken “Sacrifice” recipes

Fixed an issue where if the player started the sacrifice ritual with a unit that wasn’t the first unit in any recipe the ritual would become broken and not detect any valid sacrifices until the map is restarted

Uprising is now correctly doubled by Lamash’s trait in The Under Games

Environment & Shrines

Fixed a bug where the Mana Shrine would remove mana instead of granting it under certain conditions

Perception Shrines should no longer be visible under fog of war that has been tagged

Fixed an issue which prevented Nether Shrines from producing additional Banshees

Fixed an issue where Underhills would sometimes cause no damage to the Dungeon Core

Visual Fixes

Fixed an issue where walls would sometimes render without their sides

Fixed an issue where Ghouls being spawned in the crypt would temporarily drop through the floor during spawn, before being corrected

Bombard’s Overdrive VFX should correctly display once again

Worker “Sprint” Ability VFX is now displayed at the correct height

The Chunder’s “Chunder Thunder” VFX is now displayed at the correct height

Empire Foundry’s now have the correct tile texture around their props

Fixed some issues where the incorrect or no vision filter would be used in possession

Fixed an issue with the cultist’s animation

Sparks from a Foundry Anvil being hit will now be generated in the correct location

Fixed issues with the Infernal Urn VFX

Fixed an issue where the Portcullis death visuals were not playing correctly

Fixed an issue where the Arcane Chunder was not correctly animating whilst working in the Archive

Prevented a case where the Barracks prop could become stuck in its animation

Fixed issues with the following entrance animations: Succubus Chunder Cultist

Fixed animation issues with the Duke

Fixed animation issues with the Vampire

Wisdom Juice Potion VFX now correctly matches the potion’s effect radius

Necromancer Auto Attack VFX is now actually visible (oops)

Shackle’s VFX will correctly dissipate if the defence is destroyed

Bonechiller Slow VFX will no longer apply to corpses

Fixed Gold & Silver worker VFX not correctly moving with the worker

Fixed an inconsistent appearance on Lamash’s floor tiles

Units which are waking up from slumber should now do so faster, reducing any sliding

Units will now wait an appropriate amount of time for their animations to complete in the Tavern based on their efficiency

Fixed an issue where the Storm Vortex would not animate correctly

Fixed several visual issues with the Empire Crypt

Fixed the Arcanist Boss skin, she now feels pretty again

Fixed a visual issue which could occur in the Gold Forge that is present on Level 3 of Heart of Gold

Fixed an issue where defence blueprints would display incorrectly

Picking up and dropping a Micro piglet into the Tavern’s Spit Roast Cannon will no longer cause the death VFX and SFX to appear at the pig’s previous location

Resetting War for the Overworld campaign progress after level 5 should no longer cause an area to remain burning

Fixed some inconsistent progress on the Underlord Pawns on the Under Games campaign map

Core Shards now use the correct defence shield

Fixed an issue where destroying an Enemy’s Titan egg would leave behind a VFX

Fixed an issue where the Kasita (Silver) theme would use golden connectors if the standard Kasita theme was in use on the same map

Fixed a visual issue with the Royal Carpet where it would look broken at a distance

Fixed the team colouring on the Summon Imp spell VFX

Well of Souls and Bone Chillers now correctly have their VFX disabled by the Shackle spell

Hovering over Voltas Dungeon Core whilst it is damaged on a game mode with shields will no longer cause it to flicker

Stun Indicators will now no longer play on Defences as they cannot be stunned

The Underminer will now correctly play its animation when God Mode is on

Corrected the colouring on Worker Claim VFX

Fixed a missing texture on the Alchemy Clutter

Fixed an issue where rebuilding the Mana Vault on the same tile it was previously destroyed on would cause strange visual glitches

Workers no longer ram their face into the wall to mine it out. The medical bills were too damn high!

Fixed an issue where the Crypt prop would retain the visuals of having a single soul stored even whilst empty when playing as Lamash in The Under Games

Corrected Gold Vortex active VFX

The Aureate Monolith no longer has a transparent texture where the grouting between bricks should be

Fixed an issue where the Fog of War appeared slightly differently above dug out areas, allowing especially attuned players to identify where enemies were digging

Fixed a number of issues related to the Banshee’s attack VFX

Corrected the position of the Chunder Thunder VFX

Fixed the candles being off-center on the Empire theme walls

Placing a well of souls no longer results in a large broken texture covering the affect area

AI Fixes

Units should no longer path into Lava when enemy Ramparts are nearby

Fixed an issue where tasks would be generated outside of maps if units were Knocked Out in a chasm

Fixed an issue where the Underlord AI was unable to fallback to an appropriate build order if their primary order was interrupted

Fixed an issue where the Underlord AI would stop building defences after attempting to build a Rampart without having the Rampart unlocked

Fixed an issue where units would try to walk into the Dungeon Core or Gateway on certain levels

Fixed an issue where the Underlord AI would recall units even if they were already at home

Fixed an issue where workers would ignore capturing certain rooms in the campaign

Addressed a potential issue where Unit AI might not be registered if units are being spawned incredibly fast

Map Editor – General

Improved the Visual Appearance of the MPD Toybox when placed in the Map Editor

Fixed an issue where saving a My Pet Dungeon map without a “Toybox” would discard the My Pet Dungeon mode and revert to Deathmatch.

Fixed an issue where placing and then removing a Dungeon Core belonging to the Empire would cause their units to become “Braindead” when the map is played

Scrolling the edge of the screen with the mouse whilst the Magic Finder is open should no longer cause huge frame-loss

Fixed an issue that would cause maps with a very specific configuration to stop loading following a hotfix

Removed the context menu from Core Doors as it is irrelevent to them

Fixed the context options missing from the Storm Vortex in the Map Editor

Overworld Gateways should no longer lose the destructible flag when being duplicated with the mirror tool

Fixed an issue where non-skirmish modes could use random positioning of players creating an undesired affect

Units which are placed in Prison or are teleported into the prison via Mightyscript will now correctly be considered imprisoned

Fixed an issue where setting the theme of a player in the Map Editor did not apply in the map when played

Preset themes in custom campaigns and scenarios are now correctly forced when the map is played

Map Editor – Mighty Script

Fixed a number of errors that occurred when exporting and saving maps which caused some scripts to not work correctly

Fixed an issue where Dig Paths which started on a wall tile and ended in a floor tile did not work correctly

Storm Vortexes toggled into vortex mode via triggers will remain in that mode indefinitely

“On Faction Changed” trigger correctly detects rooms becoming Neutral from the Unclaim spell

Fixed an issue where Mana lock would not be saved properly

Fixed an issue where “On Health Changed” could not be set to detect all and would present with an error

Fixed an issue where “Spawned Defences” list was not handling entities correctly

Fixed an issue where using the “Give Aspect” action to grant the player an Outpost would not actually unlock the outpost

Fixed missing file paths when searching for an objective icon

Fixed an issue where the “Dependent Shield” would always require all anchors to be destroyed and would always die upon removal, regardless of whatever options were set

Fixed dependent shields being removed only visually

Fixed the “Soft Path” function of the Create Dig Path action not working

Fixed an issue where patrols which did not loop would become stuck if the idle range was more than 0

Fixed an issue where the defence modifier on parties would actually make units more vulnerable, the inverse of how it should work

Set Unsellable should now work correctly on defences

“On Potion Used” should work correctly now

Fixed a number of crazy exceptions which were occurring in custom maps (Thanks for the reports and maps!)

Removed several special aspects from the “Give Aspect” command to prevent undesired situations

Walls should now correctly block the “On Enter/Leave Block view” trigger from firing

Neutral creatures should no longer be treated as being owned by Player 1 for the purposes of conditions

Timers should no longer set off triggers even when disabled

Map Editor – UI

Fixed Worker Selection in Faction Settings being cut off on the far right

Fixed an issue where the map editor UI could become doubled up if an error occurred when selecting an item from the magic finder

Fixed an issue where the tooltip for Item properties in the Mighty Script editor could appear multiple times when hovering over the property title

The Information Box should no longer block inputs in the Map Editor

Fixed an issue where the content of scripts would become invisible

Blood tile icons no longer have blue dirt borders

Removed some unsupported spells from the Spell magic finder list

Fixed an issue where the animation for switching tabs in the map configuration interface would not play correctly

The back button on the Custom Campaign creation menu should no longer take you back to the Main Menu

Mutators menu in the Map Editor now correctly locks the Camera whilst open

Tooltips for items in the Magic finder should now correctly appear

Custom Campaigns

Fixed an issue where levels would be loaded with God Mode on incorrectly

Custom Campaign maps will no longer incorrectly show up in other lobbies

Mutators

Fixed an issue where Mutators would be lost upon loading a map in the editors

Audio

Arcanists now play the correct VO when being possessed

Gnarlings now play the correct grunts in combat

Banshees now correctly play their death sound when they are slapped

Fixed an issue where new unit alerts were not playing

Storm Vortex now usues the correct audio

Fixed a short cooldown on the “Banshees Bombarding Core Shard” VO Alert

The second tutorial line for Bombards should now correctly play if the player has opted into tutorials

Fixed an issue where an Alchemine built by the player would continue to produce sounds even after death

Crucible

Augres will no longer attempt to activate already charged Garrisons

Blade lotuses will no longer incorrectly trigger Earthquakes

My Pet Dungeon

Fixed an issue where the automatic waves in My Pet Dungeon would not continue spawning after Wave 9

Fixed an issue where the score would not increase in My Pet Dungeon levels after loading a saved game

Save games for custom My Pet Dungeon maps should no longer appear in the scenario tab

Fixed a rare issue where a My Pet Dungeon level could not be finished even though the objectives had been completed

Levels / Campaigns

Fixed an issue where the introduction cutscene in Under Games “Meat Maker” hovers in fog

Archive Icon is now correctly highlighted during the “Build Archive” objective in War for the Overworld level 2.

Granite Doors on Under Games Level 6 should now correctly block all tiles they are present on, rather than just the centre

Fixed a number of duplicate Audio Items on Under Games Level 6

Fixed an issue where Artefact Shells on Level 2 did not correctly fade out when used

Fixed an issue in the outro to Heart of Gold

Improved the reliability of the Empire Gateways in the My Pet Dungeon level “Snow Hope”

Underlord Oberon can now attract beasts as intended in The Under Games

Fixed a camera issue in Heart of Gold level 2 upon the arrival of Coleem

Core Shards now correctly regenerate in the Under Games

Fixed an issue where the enemy attack waves on Level 6 in War for the Overworld will remain near the gateway

Fixed an issue on Level 2 in the War for the Overworld campaign where a “fake” artefact will be left behind after collecting an artefact

Playing the home realm after beating the War for the Overworld campaign will no longer treat the player with the old… terrible… disappointing ending. We’ll spare you that suffering.

Fixed an issue on Level 12 of the War for the Overworld campaign where capturing Kasita’s Dungeon Core would cause any remaining Sentinel caskets to become visually permanent

Fixed an issue where the third Under Games bracket would not correctly display their tiles in the Campaign Map

Fixed an issue on Level 1 of the War for the Overworld campaign where workers which have respawned after being disposed of via the Dungeon Core will not count towards the Worker UI

A Matriarch will no longer rudely start talking as soon as Level 8 of the War for the Overworld campaign begins

Fixed an issue where the audio line from Mendechaus on Level 3 of the War for the Overworld campaign would be repeated too often

Fixed an issue where a unit would die and revive itself endlessly on Level 7 of the War for the Overworld campaign

Siege Doors are now correctly themed in Level 13 of the War for the Overworld campaign

Hero Crypt Props in Level 8 of the War for the Overworld campaign should once again properly open

Fixed an issue where Kasita’s doors on Level 12 of the War for the Overworld campaign were visually closed but units were able to walk through them

Fixed an issue in Level 9 of the War for the Overworld campaign where the level would become incompletable if the player blocked off the player-side portal

Fixed an issue where the barracks props in Korvek’s dungeon in Level 12 of the War for the Overworld campaign were mislocated

Taunts should no longer play multiple times in Level 12 of the War for the Overworld campaign

Multiplayer

Fixed an issue where Core shards would not be correctly shielded in Multiplayer

Fixed a bug where clients in multiplayer were only ever able to build a single Titan

Shackle should now work correctly in Multiplayer

The Sacrifice Ritual should now work correctly in Multiplayer

Potions should no longer become trapped in the Client’s hand

The “Titan Spawned” alert should no longer be played multiple times

Minions possessed by the host in Multiplayer should now longer float horizontally through the air for the client

Fixed an issue where dropping a wormhole potion on a possessed unit in Multiplayer will cause the possessed player to become stuck

Fixed an issue where the Infernal Urn was not correctly transforming Brimstone into Quartz or killing Ember Demons for the client

Claiming, unclaiming and then reclaiming a mana shrine as clients in Multiplayer should now correctly award the appropriate amount of mana

Fixed an exploit that would allow the client in Multiplayer to gain permanent spirit workers via dropping the potion repeatedly

Localisation

Added several missing keys

Fixed a number of language-specific oddities

Options Menu “Hand of Evil” settings should now correctly display in all languages

Underlord Shale is now always referred to consistently in German versions of the game

Fixed several issues where lines in Campaign Level 5 would not be correctly translated in Community Translations

Fixed missing description text for Shale, Lamash and Volta theme unlocks

Fixed an issue where Community Translations could not be loaded if published locally

UI

The Minimap should no longer go black at random intervals

Unit shields should no longer occasionally become massive when a unit is picked up

Right-clicking a unit in the warband interface should once again correctly zoom your camera to them

Fixed a UI overlap on the Custom My Pet Dungeon lobby

Fixed an issue where the subtitle for Mendechaus’ greeting on the Main Menu could be cut off

Added a space between the name and date created of mutator presets

Fixed an issue where the font on the In-Level options menu was larger than the main menu version

Enemy defences will no longer present with a shield if they have no parts contributed

Fixed an issue where having the Gateway spawning controls open and opening the pause menu could cause the menu to freeze

Fixed an issue where clicking on the right side of the main menu could open an invisible version of the newsfeed even on screens without those options

Fixed an issue where clicking to buy The Under Games expansion from the main menu would not work

Fixed an issue where the untapped mana tooltip would not display when hovering the mana bar

Tooltips should no longer appear in two locations on the options menu

Ensured that unit shields always reappear after a unit is dropped

Shields now correctly scale in size when the shield scaling option is used

It is now once again possible to adjust the game speed via hotkeys

Tooltips for the Mutators menu should no longer appear behind the menu

Fixed an issue where the font of tooltips would change after playtesting a map in the Map Editor

Prevented a rare case where it was possible to replace the local player with an AI player in the Skirmish lobby on some Workshop maps

Fixed a few cases where the UI would slide off screen given a series of user inputs during processing

Aspects granted via Mighty Script will now be appropriately marked as purchased

Clicking the back button from sub-menus in the extras menu will now return to the extras menu rather than the Main Menu

Preplaced Taverns will no longer have the “Room too small” warning on their Tooltip

Fixed an issue where the custom campaign lobby would not appear

Fixed an issue where Volta’s Mana Locked by defences was displayed incorrectly in the Under Games campaign

Fixed an issue where the “Select Ritual Tab” hotkey did not work after loading a saved game

Removed the unneeded “Level progress indicator” from the Crucible tab on the main menu

Clicking load in the Scenario sub menu now correctly opens the Scenarios tab in the load menu

Fixed an issue which rendered the social buttons on the main menu non-intractable

Fixed an issue where feedback was not present on the current selected maps in Scenario/MPD/Campaign lobbies

Fixed an issue where line breaks in Skirmish and Scenario map descriptions were not being preserved

Miscellaneous

Fixed a number of issues within the codebase

Additional minor fixes

Fixed an issue where the “More money than god” achievement was not updating correctly

Cheers,

– Brightrock Games Team

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