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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
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