Simburgur  [developer] Aug 28, 2013 @ 5:59pm
Patch Notes: Bedrock Beta v0.1.3 "A Whole New Underworld"
Known issue: Imps may randomly stop working. To rectify this, give them a slap to remind them who’s the boss.

Other known issues can be found here[subterraneangames.com]

Please report any bugs you find here[subterraneangames.com]


New Maps
Entirely new maps filled with mystery, intrigue, and combat-ready enemies!
  • The Hunger Games: Explore the cavernous depths and build wooden bridges to engage your unsuspecting enemies and turn the waters red with their blood
  • (New) Sandbox: It seems an Underlord got into the Sandbox before you. Feel free to demolish what was built and start from scratch or sit back and watch your minions scuttle around your dungeon
  • Due to some map-related changes, we had to scrap the old maps.
New Spell: Lightning
Use your new mastery of Lightning and turn enemy micropiglets into bacon bits! You can use it on enemies if you’re so inclined.
  • Lightning costs 100 mana
  • Lightning deals 100 damage
  • May or may not be used for the acquisition of smokey bacon
Unit Spawning
With so many dungeons to choose from your potential minions have grown picky and will not enter under your service unless you supply them with certain rooms.
  • Units should spawn based upon the rooms you have built
  • Some bugs may be present in this fix
Audio
    A very industrious worker spent the past few weeks cleaning out your ears; you should be able to hear sounds again.
  • Sound effects have been added (back) into the game
Visual Updates
We’ve brought ourselves closer to 2013 with various visual updates that are guaranteed to please the eye of any Underlord.
  • The Foundry has received a major facelift
  • New props have spawned in the Archive
  • Most props will now spawn with a random rotation
  • Normal maps have been added, making everything generally look better
  • New VFX for:
    • Gateways
    • Claiming tiles & rooms
    • Claiming walls
    • Digging
    • Dungeon Core
  • Lighting has been improved across all rooms and fortified walls
  • Animations will more regularly play properly
  • New shaders have been added which remove the ‘plastic’ look that some units and props used to have
Water & Bridges
We’ve discovered water in the Underworld!
  • Water reduces the movement speed of units passing over it
  • The Wooden Bridge is available to build at a cost of 100 gold per tile
  • Wooden Bridges can only be built adjacent to tiles you own (bridge tiles count as owned tiles)
  • Units prefer walking across bridges when they are available
  • Water shaders have been updated since the previously shown screenshot
New Unit: Bafu
King of unlit halls and dark caverns, the Bafu will skewer enemies with poisonous barbs to quickly turn the tide of any battle.
  • The Bafu is a swift, ranged flying unit
  • The Bafu currently spawns out of the Gateway (under normal circumstances it will spawn from the Beast Den)
Bug Fixes
  • Units should get stuck on props less often, however, they will now violently attack them instead (they are ‘working’!)
  • Rally should generally work better
  • Units should no longer randomly start flying
  • Slaughterpen props are now anchored to the ground and the black square beneath them has been removed
Last edited by Simburgur; Aug 29, 2013 @ 2:18pm
Showing 1-15 of 32 comments
< >
Bahriel Aug 28, 2013 @ 6:13pm 
>>>Known issue: Imps may randomly stop working. To rectify this, give them a slap to remind them who’s the boss.<<<

They're Imps, you should turn this into a feature }:-)
Last edited by Bahriel; Aug 28, 2013 @ 6:14pm
Honorable_D Aug 28, 2013 @ 7:32pm 
No, no they should not. Its incredibly annoying and is happening to all units and not just imps.

The graphics have been much improved with this patch, I'll say that much. Though the water is terrible and you can't even see it unless you find the right angle/zoom. Wish you'd add some waves animation to it.

Sounds are WAAAY too quiet and to hear them you pretty much have to be zoomed in really close.

Walking animations for all units have a hitch/pause in them.

Various flying torches on bridges and on the forge walls. Forge still has no lava animations.

Units no longer make beds unless you slap them when they are frozen in place in a den.

"Killed" units just lie around on the ground and seem to still count against your spawn cap.

Fighter units constantly freezing, requires a slap or pick-up to get them to function again.

Jugers seem to be able to take 10+ Lightning Bolts before they die. Do they really have that much health?

I'm just gonna stop there. Really no point in bug reports until the game is further along. I'm sure all the bugs are plainly apparent and just need more time to iron them out. Seems unit abilites activating were one of the things cut out of the patch but hopefully they'll come next patch. I'd also really like to see the basics of the Veins of Evil and research coming out soon.

BUT Aug 28, 2013 @ 10:53pm 
Not work, only black screen!
TheBear Aug 29, 2013 @ 12:23am 
how about fixing those massive memory leaks first.. its not exactly the unreal 4 engine here..
Yet it slows down very quickly. (i7 920, 6gb ram an older yet perfectly functioning 5870 1gb radeon card + w7 64)
Bahriel Aug 29, 2013 @ 3:47am 
Honourable D, i can see where you're coming from on the other units, nd maybe there should be some kind of other factors, i just think imps specifically should have a part of their code have them go on unauthorized breaks every now and then, cause they're lazy bums.

that said, I agree with you, it shouldn't apply to other units :(
m0j0j0j0 Aug 29, 2013 @ 4:41am 
Calling this a beta is pretty cheeky. This is at most an alpha ...
AvatarIII Aug 29, 2013 @ 8:39am 
Originally posted by Honorable_D:
Jugers seem to be able to take 10+ Lightning Bolts before they die. Do they really have that much health?

they have 2000HP, Lightning causes 100DMG, press F4 to see the debug info and you'll be able to see the Juggernaut's health do down :)

Originally posted by m0j0j0j0:
Calling this a beta is pretty cheeky. This is at most an alpha ...

It's the Bedrock Beta, which was basically chosen as an all-encompassing term to mean everything from the very foundations of the game all the way up to release.


Originally posted by BUT:
Not work, only black screen!

if you get a black screen, either uninstall and reinstall the game, or install the latest version of DirectX. it turns out the cause is people having an older version of DX, and the Steam client was not pushing for a newer version, that has now been fixed, but the push won't happen unless you uninstall/reinstall
Last edited by AvatarIII; Aug 29, 2013 @ 8:59am
War-Barney Aug 29, 2013 @ 9:29am 
Originally posted by Honorable_D:
No, no they should not. Its incredibly annoying and is happening to all units and not just imps.

The graphics have been much improved with this patch, I'll say that much. Though the water is terrible and you can't even see it unless you find the right angle/zoom. Wish you'd add some waves animation to it.

Sounds are WAAAY too quiet and to hear them you pretty much have to be zoomed in really close.

Walking animations for all units have a hitch/pause in them.

Various flying torches on bridges and on the forge walls. Forge still has no lava animations.

Units no longer make beds unless you slap them when they are frozen in place in a den.

"Killed" units just lie around on the ground and seem to still count against your spawn cap.

Fighter units constantly freezing, requires a slap or pick-up to get them to function again.

Jugers seem to be able to take 10+ Lightning Bolts before they die. Do they really have that much health?

I'm just gonna stop there. Really no point in bug reports until the game is further along. I'm sure all the bugs are plainly apparent and just need more time to iron them out. Seems unit abilites activating were one of the things cut out of the patch but hopefully they'll come next patch. I'd also really like to see the basics of the Veins of Evil and research coming out soon.

No need to stop at all, sure they may know a lot of these but there might also be the odd 1 they missed. The whole point of us playing it this early is to report everything we find thats wrong so it gets fixed before launch. If you sit back and say *ah well I'm sure somebody else found it* it may never get fixed.

Best thing I saw on how to beta test though is that with problems you should test it a few times, make sure you describe the conditions that caused it and how to replicate it so they can try it themselves them work out why its doing it.
NemesisZidar Aug 29, 2013 @ 11:22am 
have a big problem with new patch, for description watch my thread What is this Patch?Cant Play
War-Barney Aug 29, 2013 @ 11:29am 
Another few bugs.

I had a place set up as a lair, deleted it to make a bigger treasury and the beds in the lair didn't get deleted as well they stayed and my minions kept sleeping their. Now I hate my minions with all my.. (well I dont have a soul.. but I hate them) but I don't trust them with my treasure!.

Found a big blue guy and all my imps crowded around him not doing anything and he didn't do anything either.

Found about 10-20 big blue guys and shortly after freeing them from behind a wall the frame rate crashed (had to alt tab as it was to bad to play).

Found all this on sandbox map.
atrox Aug 29, 2013 @ 1:19pm 
Originally posted by AvatarIII:
Originally posted by m0j0j0j0:
Calling this a beta is pretty cheeky. This is at most an alpha ...

It's the Bedrock Beta, which was basically chosen as an all-encompassing term to mean everything from the very foundations of the game all the way up to release.

Err, em, sorry... Looking at this stage of development, i think the term "beta" was chosen on purpose to trick people into pre-purchase.
"Beta" means something well playable and feature complete - mainly to give it to the masses to get rid of the last bugs before a near release.

THIS one is an early "alpha", at best....
Simburgur  [developer] Aug 29, 2013 @ 1:26pm 
Originally posted by atrox:
Err, em, sorry... Looking at this stage of development, i think the term "beta" was chosen on purpose to trick people into pre-purchase.
Probably best to actually read the store page and the sticky post on this topic before saying things like that.
Last edited by Simburgur; Aug 29, 2013 @ 1:26pm
atrox Aug 29, 2013 @ 1:35pm 
Originally posted by Simburgur:
Originally posted by atrox:
Err, em, sorry... Looking at this stage of development, i think the term "beta" was chosen on purpose to trick people into pre-purchase.
Probably best to actually read the store page and the sticky post on this topic before saying things like that.

I'm well aware of the Alpha vs Beta stuff. But i just think, that the wording "beta" was not a "misstep" as they call it.

Following this game from start - seeing the slow progress and now this "units don't move at all" after 3 months of development means no good.
Either there are massive problems in dev/quality assurance or they started one or two years too early - both slowly making me feel that there is something strange about this project...
Simburgur  [developer] Aug 29, 2013 @ 1:44pm 
Originally posted by atrox:
I'm well aware of the Alpha vs Beta stuff. But i just think, that the wording "beta" was not a "misstep" as they call it.
It wasn't exactly a misstep. We explained exactly why we chose that wording. We also explain exactly what the game contains on the Steam page.

Originally posted by atrox:
Following this game from start - seeing the slow progress and now this "units don't move at all" after 3 months of development means no good.
Either there are massive problems in dev/quality assurance or they started one or two years too early - both slowly making me feel that there is something strange about this project...
It's quite easy for small errors like this to crop up. You've probably played too many 'marketing betas' and are expecting a polished product. Our priotity is developing the final product, and as a side effect certain things may be broken during the beta.
Last edited by Simburgur; Aug 29, 2013 @ 1:45pm
atrox Aug 29, 2013 @ 2:04pm 
Originally posted by Simburgur:
It's quite easy for small errors like this to crop up.

Units getting stuck immediately is NOT a "small error", it is a complete showstopper. It's the first thing you recognize, if you test the game for 3 minutes.
How can something like that pass tests before putting it live? That's what i'm worried about mainly....
Showing 1-15 of 32 comments
< >
Per page: 15 30 50
Date Posted: Aug 28, 2013 @ 5:59pm
Posts: 32