Darkest greetings Underlord,
The season of dark revelry is nearly upon us and to celebrate the occasion we’re unleashing another patch to hold you over on the road to patch 1.5. With this patch we’ve seen a huge number of bugs squashed under our heels and indeed in terms of pure bug fixes this is the second largest patch ever.
Dozens of bugs were reported via our public bug tracker, while many more were uncovered through the stalwart efforts of our QA volunteers and code team.
We hope you enjoy Halloween loyal Underlords and rest assured that we’re hard at work on major new features for the coming months. Stay tuned!
V1.4.3 Release Notes
Gameplay Changes
Potions
- Wormhole
- In Multiplayer will now depossess a unit if it is possessed
Defences
- Aureate Monolith
- Reworked a few intricacies behind the function of the “steal gold” active ability
- Will now only absorb player-owned gold statues if they are not tagged as decorative
- Will only absorb gold piles on own ground if they are not stored in a Vault (enemy-owned statues and gold will absorb regardless of these limitations)
- Statues or gold on the territory of allies will not be absorbed under any circumstance
Titans
- Colossus
- Applied the same rules from the Aureate Monolith’s “steal gold” changes
Level Changes
- Level 8 Necromancers can now be assigned to individual rally groups
War for the Overworld
- Level 8
- Time till first wave spawn increased by 30 seconds
- Time between each wave spawn increased by 15 seconds
- Improved the reliability of the event that occurs when all members of the Phaestian family have been killed
- Destroying the Dungeon Core will no longer cause bosses to enter a KO state
Heart of Gold
- Level 2
- Level 4
Visual Changes
- Changed the Heal spell VFX so that it correctly represents which units in the area are being healed (most damaged first, remaining heal applied to next most damaged, etc.)
- Removed the smoke VFX from Ember Demons because it’s bad for their health, your FPS and being able to see what the hell is happening
Audio Changes
- Dampening of other sound levels during narration will transition more smoothly
Multiplayer Changes
- In the event of a client disconnecting they will now be replaced by a medium difficulty AI with the “Oberon” personality
- When clients need to download a new map from the host, the download process will be added to the load bar before the match begins
Performance Improvements
- Made some improvements to try and resolve a few minor memory leaks
Miscellaneous Changes
- Added help lines for the Warbands interface
Bug Fixes
- Fixed a rare stack-overflow crash caused by the Shadow’s Shadow Strike ability
- Fixed an issue where Glacial Doors would continue to regen health after being destroyed potentially leading to a crash in Multiplayer games
Crashes
- AoE attacks from units will now correctly hit doors and Dungeon Cores once again
Combat
- Fixed a longstanding but unnoticed issue where units would have two copies of every ability, doubling the effectiveness of some passive abilities
- Fixed a visual issue with the movement and behaviour of Slaughterpen piglets and Prison rats
- Fixed a rare scenario where Campaign units could become “brain-dead” after being attacked, persisting until they were attacked again
- Stone Knights and Sentinels will no longer reduce the attraction rate of Gnarlings and Templars
- Units affected by the Recall spell will now correctly flee from units that are attacking them, even if they are attacked again
- Fixed an issue where Revenants spawned by Vampires outside of the Arena could spawn inside the Arena and attack units within
- Ghouls that are spawned by a Necromancer who is Level 5 or above will no longer count as Wraiths for the purposes of the Wraith rally flag
- The Witch Doctor should once again use all his abilities correctly
- Enemy Shadows no longer produce VFX while invisible
- Fixed an issue where the AI on Spirits would seize up after a brief period of scouting
- Fixed an issue where a unit that was picked up from a fight could still be attacked by other units and die in the Hand of Evil
- Ghouls should no longer spawn inside the Arena as a result of an interaction between the Necromancer and his rally flag being placed in the Arena
- Empire units should only enter via Overworld Gateways and Underlord units only via Underworld Gateways
Units
- Rampart blueprints should no longer persist after the defence they are built upon is destroyed
- Blade Lotuses should now correctly hide their defence shields from enemies when hidden
- Fixed a visual issue where the Aureate Monolith’s active ability could leave behind “fake” gold tiles if the gold was obscured by Fog of War when activated
- Defence blueprints will no longer become invulnerable after loading a save game
- Bone Chiller blueprints no longer play their passive sound
- Fixed an issue where the Bone Chiller’s active ability would not have an effect if triggered shortly after the defence was completed
Defences
- Units that are leaving the Arena to respond to a rally flag will no longer generate a “Units under attack” alert at the Arena
- Fixed an issue where Foundry trays would not be filled correctly after loading a save game if the trays were full at time of saving
- Spirit Chamber props no longer start in a raised position and instantly move downwards in a jarring manner
- Fixed a visual glitch where part of the Spirit Chamber prop would not be visible until it was used
Rooms
- Using the Unclaim spell on a shrine you own will no longer generate a “Shrine is under attack” alert from Mendechaus
- Fixed an issue where spells with low mana cost would stop working if the player had too many Mana Shrines
- Statues created by the Blood Money spell will no longer default to a T-pose after being dropped
- Rats no longer viciously start breaking the game if you turn them into golden statues
- Gold statues created by Blood Money from units that were rebelling at the time they were converted can now be picked up
- Prospector ritual now correctly displays Artefacts and unclaimed Overworld Gateways
- Bloodmonied Vampires will no longer default to their sleep pose when picked up
Spells & Rituals
- Units that become stuck between a rock and a hard place should be less likely to break the laws of physics and phase through the floor to continue their relentless attack on unsuspecting surface dwellers
- Brimstone will now continue to explode after loading a save game that was created while it was exploding
- Fixed an issue where corner walls would not be fortified if fortifying a convex corner.
Environment
- Fixed an issue where Brimstone would explode when replaced after importing a map
- Rooms built as 6x5 will no longer continue to have all props if multiple rows are removed at once as a result of a bypassed check
Map Editor
- Default walls in Oberon’s Home Realm will no longer be treated as normal Earth Walls upon resetting the Home Realm
- Rescued several Workers from their stony prison within the Impenetrable Rock on Level 7
- Fixed a visual issue where the tutorial highlight in Level 1 would appear to move in a jarring manner
- Fixed an issue in the Heart of Gold Level 4 ending sequence where the Colossus could be assigned to a different group than normal
- Several Artefacts on Skirmish level Golden River should no longer be trapped in walls
- Bridges on Level 8 now use the correct theme
- The Defiled Priestess hero from Level 8 now uses the correct shader
- Fixed an issue where the Colossus on Heart of Gold Level 4 would be unable to attack after loading a save game
- Fixed an issue in the Campaign outro where Lucius could destroy Oberon’s core with a shockwave
- The Emperor should now always remain visible when addressing the player during the Level 13 opening
- Fixed an issue where Workers could become stuck on Level 9 if dropped into combat beside the first Garrison
- Missing props from Marcus’ barracks on Level 4 reintroduced
- Fixed Mendechaus VO being out of order during the opening parts of Level 2
- Mandalf should no longer have a chance to technically occupy a Prison even after escaping it
Levels
- Fixed a scaling issue that would cause the unit bar to disappear when it runs off the screen due to being scaled up in the options menu
- Fixed an issue where the Garrison tooltip would display its attraction rate at one less Augre per prop than the actual attraction rate, causing a number of issues with the tooltip
- Fixed an issue where the introduction arrow could obnoxiously remain on screen during cutscenes
- Renamed introduction arrow to “Obnoxiously large but extremely important arrow that is all too often ignored by players”
- Fixed it being possible to keep a tooltip from the options menu on screen during cutscenes
UI
- Clients can no longer trigger rituals during the cooldown period of their Sanctuary, preventing an issue where they would not be able to trigger rituals after the cooldown ended
- Fixed an issue where a client’s Alchemy Lab cauldrons could become locked if they started a potion of a new type very quickly after picking up an existing potion
- Clients in Multiplayer should now correctly receive a notification when one of their opponents begins to spawn a Titan
- The alert for toggling the Arena and Crypt mechanics will no longer be played for all players in a game
- Clients should no longer see Veins of Evil Aspects for Titans as available while their Titan is alive
- Clients should now properly see minion attraction rates on their tooltips
- Clients should now no longer receive a warning on their Tavern tooltips telling them that there is no Spit Roast
- Fixed an issue where flying units belonging to client players could attack units inside the Arena from outside the Arena, provided that the host was not looking at the time, like some cruel schoolyard bullies
- Clients in lobby should now be able to see AI Personality settings
- Fixed an issue where custom maps containing a “.” character could not be shared across via the lobby
- Minions possessed by clients will no longer be immune to Bone Chiller,
- Frost Weaver and Quick Freeze potions, and the minion will be depossessed
- If the host ends the game while in Possession the client’s cursor will no longer disappear
- Clients killed while in Possession will no longer lose their cursor
- New Spirit Chamber props for the client will no longer appear half raised
- When viewing units via Prophecy the client should no longer see them stuttering
- Shockwave should no longer be able to knock units out of the Arena in Multiplayer games
- Clients should now correctly receive an alert when their enemy casts a ritual that could affect them
- Clients should now correctly see updates to a game lobby’s map while on the lobby selection screen
- Using Wormhole on the host in Multiplayer will no longer cause a desync in data between host and client
- Fixed an issue where clients would not download custom maps if the custom map was already selected when they joined the lobby
- Fixed an issue where the client’s menu background would go black if the host ended the game while the client was in Possession
- Fixed an issue where dying in Possession when fighting a Colossus or in the radius of an Aureate Monolith would cause the cursor to disappear
Multiplayer
- Gold piles which are generated from units dying will now correctly adjust to the correct height of the floor, preventing scenarios where gold piles were flying above ground or stuck below ground
- Multiple translation issues corrected
- Multiple typos corrected
- Multiple fixes to the highlighting system to reduce the occurrence of highlighting of VFX planes
- Fixed an issue where Kasita’s colour in the Campaign could change to green after various save and loading shenanigans
- Eternal Shield will now appear correctly on versions of the Kasita Core
- Corrected an issue that would cause V-Sync to be on and fixed to 60fps even if disabled
- Users with a refresh rate above 60hz will now see V-Sync set to their refresh rate
- Camera rotation and zoom speed are no longer directly linked to FPS; as such at 60fps+ the camera will no longer move faster than the speed of sound
- Objects dropped by the hand (i.e. gold piles, defence parts) can no longer apply to enemy units
Miscellaneous
War for the Overworld
Brightrock Games
Brightrock Games
2015-04-02
Strategy Singleplayer Multiplayer Coop
Game News Posts 133
🎹🖱️Keyboard + Mouse
Very Positive
(6092 reviews)
http://www.wftogame.com
https://store.steampowered.com/app/230190 
The Game includes VR Support
LinuxBuild [5.27 G]
War for the Overworld - Underlord Edition Content
War for the Overworld - Heart of Gold Expansion
War for the Overworld - The Cynical Imp (Charity DLC)
War for the Overworld - Crucible Expansion
War for the Overworld - My Pet Dungeon Expansion
War for the Overworld - The Under Games Expansion
War for the Overworld - Seasonal Worker Skins
War for the Overworld - Map Editor
Do you feel you are in a slump? Monotonously disembowelling evil guys in endless quests for gold and a slightly better pair of boots? You are starting to wonder... are heroics really your calling? Welcome to the War for the Overworld!
War for the Overworld is a Dungeon Management Game that employs your favourite aspects of the RTS and God Game genres. You play an all-powerful, malevolent Underlord, long banished to the Aether. With unrivalled dark power and an insatiable desire for bloody conquest, you will arise once more, and reclaim your realm!
In your absence, the Underworld lost its way. It became feeble and afraid of the Empire of the Overworld, which grew strong and boldly comfortable in its quiet retirement from evil-slaying. Carve out your dungeon from the soil and stones of the Underworld, and build dozens of unique rooms to attract a myriad of creatures to your halls to work and fight for you.
In addition to your faithful followers, you have destructive spells and powerful rituals to cast upon any unsuspecting goodly Hero (or rival Underlord) who dares to breach your unhallowed halls. With your unmatched dark powers and mighty army of bloodthirsty minions, you are ready for your War for the Overworld!
Key Features
- Build Your Dungeon - Excavate and build your dungeon beneath the earth of the Overworld. Design its layout as you see fit, creating an underground fortress filled with a wide variety of rooms, each with a unique use and purpose.
- Evil Is Back - Play as an Underlord who has awakened from a deep slumber after countless years drifting in the Aether. This realm hosts a variety of enemies — both Heroes and Underlords will stand in your path as you fight for dominance of the Overworld
- Veins of Evil - Choose from over 60 rooms, spells, potions, rituals, defences and constructs in the Veins of Evil as you progress through the game. There are a plethora of possible Vein combinations you can use to conquer the Overworld. Create your own unique flavour of evil!
- Fortify Your Domain - Build a wide variety of defences within your walls to defend against — and destroy — those who seek to invade your domain.
- Cast Wicked Spells - Call down unholy magic to strengthen your dungeon, route enemy forces, flood corridors with Micropiglets, or simply turn a meddlesome Hero into a geyser of giblets.
- Unleash Devastating Rituals - Punish your foes or empower your own forces with game-changing Rituals that can do anything from raising an undead army, to instantly fortifying your entire dungeon.
- Command Powerful Minions - Over 20 minions await your call, and will gladly work and fight under your banner... if you provide them with all the creature comforts they demand.
- Conquer the Overworld - Play through a feature-length campaign, facing off against the Emperor of the Overworld as you fight for complete supremacy in the Realm of Kairos
- Destroy Your Rivals - Take the fight to your rival Underlords in Skirmish or Multiplayer matches with up to four players.
- Challenge Ruthless AI - Team up with a friend or fly solo and challenge devastatingly sophisticated AI Opponents in Skirmish or Multiplayer!
- Shape the Underworld - Create entirely new Skirmish, Scenario, Sandbox and Multiplayer levels in the Map Editor and share them with other Underlords via Steam Workshop!
- Test Your Mettle - Run the gauntlet of the prototype Survival mode and see if you can top the high score against waves of enemies!
- OS: Ubuntu 12.04 or higher
- Processor: Dual Core CPU @ 2.5GHzMemory: 4GB RAM
- Memory: 4GB RAM
- Graphics: Nvidia GT450 512MB or better. ATI 4870HD 512MB or betterG3D Mark: 1500Hard Drive: 7GB available spaceSound: Speakers or headphones Additional Linux Requirements: glibc 2.14 or later libstdc++6 or later GCC 4.9 or later Only the latest video card drivers are supported OpenGL 3.0 support is required Full Knowledgebase Article
- OS: Ubuntu 16.04 or higher
- Processor: Quad Core CPU @ 2.5GHzMemory: 8GB RAM
- Memory: 8GB RAM
- Graphics: Nvidia GTX 560 1GB or better. Radeon 8950 HD 1GB or betterG3D Mark: 3000Hard Drive: 10GB available spaceSound: Speakers or headphones Additional Linux Requirements: glibc 2.14 or later libstdc++6 or later GCC 4.9 or later Only the latest video card drivers are supported OpenGL 3.0 support is required Full Knowledgebase Article
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