War for the Overworld

War for the Overworld

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Noontide  [developer] Oct 15, 2015 @ 5:00am
Patch 1.2.3 Now Available!
Greetings loyal Underlords!

You might find that today conquering the realm of Kairos is as easy as 1,2,3 as by the graces of the dark gods we have unleashed upon the world a new patch.

Patch 1.2.3 brings with it a handful of performance optimisations, new features, gameplay changes and bug fixes. In total there's 58 changes and fixes included !

But don't take our word for it, read on for the full patch notes!

Gameplay and Balance Changes

  • It is no longer possible to pick up defence parts, artefacts and gold piles from allied dungeon tiles
  • Destroying a Dungeon Core will now cause all the units belonging to that
  • Underlord to become KO’d allowing players to vie for imprisoning rights over them
  • Rooms can only be repaired from edge tiles as opposed to any tile in the room

Outpost (Construct)

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

Emperor Lucius (Unit)

  • Resistances substantially increased

UI Changes

  • Team colour added to prop efficiency and progress shields
  • The “M” button next to the minimap now opens the pause menu
  • A reset home realm button has been added to the campaign menu, you no longer need to enter the home realm to reset
  • Added a confirmation dialog when deleting a saved game
  • Improved several tooltips

AI Improvements

  • Your units will now all attack a rebelling unit if they see them attack another friendly unit
  • Units that miss with a ranged attack regularly will attempt to move closer to increase their chance of hitting

Performance Optimisations

  • Improvements made to threat identification for AIs to reduce load on CPU
  • Large number of units moving into a tile in the same game tick could cause a microstutter
  • Improvements to object creation to reduce load on CPU and overhead for garbage collection
  • Reduced overhead from the Fog of War visibility renderer

Visual Improvements

  • The Wormhole potion now plays a VFX at the destination for each unit travelling
  • VFX added to show when units are frozen in place by the Bonechiller active
  • Extended the radius at which walls are clipped, this should make it so you can’t see a black abyss at the edge of the visible area in certain camera positions

Level Changes

Belmornes Pass - Level 9

  • Added a loss condition when the player Dungeon Core is destroyed

Home Realm

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

Misc Changes

  • Various backend changes to add support for upcoming features
  • Some cleanup to underlying codebase
  • It is now possible to play skirmish levels in a pseudo sandbox mode by closing all other slots than your own

Bug Fixes

  • Fixed a bug that would prevent Kasita from replacing stone bridges that have been sold in Level 12
  • Fixed exceptions that would occur upon the death of workers spawned above the mana lock limit
  • Tooltips for rooms will no longer show constructs as placable
  • Fixed a bug which would cause prisoners to seek their beds, causing them to stop pacing the prison
  • Master AI will demonstrate its outstanding grasp of human social interaction by not spamming you with the same messages
  • Fixed an issue where the flight ability was not passive for several units and using it would break their movement
  • Fixed an issue where when possessing certain units would cause their collision box to become so large that it rendered some areas impassable
  • Fixed an extremely long standing bug which would cause the unit panel to become unscrollable (Thanks to Biliskner for helping pin down the cause)
  • The camera in multiplayer spectator mode will no longer disappear below the level
  • Fixed an issue where the Worker rally and Impasse flags would not be placed reliably when a Rally all or Beast rally flag is already placed in the level
  • Fixed a bug where spirit workers could be damaged by AOE attacks
  • Fixed an issue where mana locks for workers would be duplicated upon loading a saved level
  • It is no longer possible to cast “Blood money” on the same unit multiple times
  • Workers that are dragging items and units will no longer be displayed as idle on the worker display
  • Fixed an issue in the behaviour of Well of Souls which would cause it to deal it’s damage inconsistently
  • Fixed a bug that occured on level 8 where spawning certain heroes would cause them to spawn continuously as black ghouls
  • Fixed a bug where ramparts could not be sold after loading a saved game
  • Fixed an incorrect animation on the Archon that caused it to behave erratically when possessed
  • Fixed a visual issue where Gnarlings would face the wrong direction when assisting in training
  • Fixed a bug where enemy tiles would change team colour if you dragged a build selection over them from one of your tiles
  • The home realm will no longer award you with a random number of sins upon loading
  • Fixed the sin cap being incorrectly calculated due to Titan aspects
    Workers should no longer have issues grabbing units that were KOd near a prop
  • Giant workers no longer appear for clients in multiplayer when dropping workers on a Dungeon Core
  • Fixed an issue where clients were unable to pick up workers in Multiplayer
  • Lord O’Theland now behaves correctly in the Home Realm and can be dropped in Arena, Torture Chamber, Crypt etc.
  • Fixed an issue where the tooltip delay option would not work as expected
  • Fixed a visual issue where Unit shields would occasionally stay black where a unit had previously rebelled
  • Ghouls and other units which do not benefit from experience are no longer counted in the distribution for the effects of “Wisdom Juice” potions
  • Fixed a case where possession abilities would not work for clients in Multiplayer
  • Fixed a bug where the bombard overdrive VFX would not persist through a save and load
  • Gold shrines will behave better with saving and loading
  • Gold Vortex constructs will no longer activate themselves after loading a save game
  • Gold Vortex constructs will now correctly render their VFX when active after a save and load
  • Fixed a bug where workers would behave as if they had just been dropped, locating a job in the near vicinity after a save and load
  • Fixed a bug that occurs after loading a save game where picking up a unit from the arena and dropping it would cause it to attack friendly units outside the arena.
  • Fixed a bug where units would fight to the death in the arena if a saved game was loaded
  • Fixed a bug where the Beastmaster would not heal friendly beasts under any circumstance

We hope that the new patch will deliver the most comprehensive experience of conquering Kairos yet and we're excited to hear your feedback!

Until next time Underlords,

-Lee
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Showing 1-14 of 14 comments
runemaster Oct 15, 2015 @ 9:52am 
Oh, so Lucius was buffed? About damn time :D
Time to play that last level again ^^
Dil-doh Oct 23, 2015 @ 9:20am 
Thank You ! :) Always happy about a patch at WFTO
Gubmint Oct 24, 2015 @ 7:35am 
Did you break blade lotus? I am on the level that tells you to place a blade lotus on the flashing tile. I have 4 chunders, tens of thousands of gold and the blades lotus blueprint will not let me click anywhere. Every single tile has a red X over the placement icon. Any way you could also make flashing tiles flash on the minimap, too? it seems like every time the narator steals my camera to tell me to do something some other event happens which steals it somewhere else and I am left wondering where the hell the flashing tile is. I look at the minimap and see half a dozen pings for my minions growing tails, going vegan or finding artifacts, but nothing to indicate my objective. I am trying to get into this game, but little things like this keep pushing me to go do something else.
v0id Oct 24, 2015 @ 8:57am 
Hello Gubmint,
I just tried it and it works fine, but you need to claim the flashing tile, before you can place any defence on it.
Because of hand honlding in this early level you can not place the first Blate Lotus elsewhere in the moment the narrator wants you to put it on the flashing tile.
But once you did what the narrator wants you can place defences on any claimed tile.
Hope that helps!

For the idea to make the flashing tile also flashing on the minimap, i fear this alone would not be visible enough on the rather small minimap, but could work together with a ping.
However there will only be a few situations where you need to place objects at a specific place in future levels.
Something like this is only done in the early levels to teach the game mechanics with some hand holding.
You will have more and more freedom the more your advance in the campaign.

Cheers
ChickenPotPie Oct 26, 2015 @ 1:54pm 
Hey, I seem to have developed a bug where after I remove my call to arms banner none of my minions, beasts, worker imps, etc don't move and therefore don't get any wages, food, sleep, etc and start rebelling... I'm on Mission 10 if that also helps. Previously, before the patch it was crashing now it doesn't which is awesome but now I have the bug issue. :/ Thanks.
LordSutter Nov 7, 2015 @ 1:42am 
WtfO won't start on my Mac since this patch. 2011 MacBook pro, running 10.10.3
Grosvier1970 Nov 17, 2015 @ 11:40am 
I am delighted that this game runs very well under Windows 10.
Zilincan Nov 18, 2015 @ 8:09am 
Any news about 1.3? I am waiting for some months for new maps and maybe editor
DeathDog Nov 18, 2015 @ 10:34am 
hey,,i just lost all my saved games,,and when starting tutorial,,and it prompted to save,,I did,,I go back and it says No Saved Games again,,,am i the only one? i will try again
ChickenPotPie Nov 18, 2015 @ 11:45am 
If you are in a tutorial - surely it wouldn't save anyway... it's a tutorial, you wouldn't be losing anything.
DeathDog Nov 18, 2015 @ 12:04pm 
no I am in tutorial,,and it prompts you to save,,I do and load shows no saved games,,The game will NOT let me play the campaign until i finish the tutorial,,and the tutorial never ends,,I cannot find a way to finish the tutorial,,no flashing hints or reminders of what to do next,,to Me the game is now busted,,,perhaps it is because I am Windows 10?? i dunno,, I am at v1.2.5f5,,with autoUpdate always enabled.
Last edited by DeathDog; Nov 18, 2015 @ 12:08pm
ChickenPotPie Nov 19, 2015 @ 12:30am 
Tutorial was optional when I started this game - you need to report it as a bug anyway, they don't respond to things on this thread. Works perfectly with Windows 10 for me. https://forum.subterraneangames.com/forums/bug-reports.70/
Noontide  [developer] Nov 23, 2015 @ 7:42am 
Originally posted by DeathDog:
no I am in tutorial,,and it prompts you to save,,I do and load shows no saved games,,The game will NOT let me play the campaign until i finish the tutorial,,and the tutorial never ends,,I cannot find a way to finish the tutorial,,no flashing hints or reminders of what to do next,,to Me the game is now busted,,,perhaps it is because I am Windows 10?? i dunno,, I am at v1.2.5f5,,with autoUpdate always enabled.

Hmmm very unusual, you should always have your objectives displayed if you complete those objectives you should be able to progress.

As for the save files do bear in mind that the load menu is split into different categories are you sure you have the correct mode selected?

At no point does the tutorial prompt you to save the game though, I'd love to see that :)
Phoenix Dec 4, 2016 @ 5:12am 
the reason i stopped playing this game a year ago is because of belmornes pass diff
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Date Posted: Oct 15, 2015 @ 5:00am
Posts: 14