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Post Post subject: War for the Overworld   
Posted: Monday, 10 Feb 2014, 22:04   Reply with quote
I live here Три раза сломал клаву :)
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Joined: Thursday, 17 Oct 2013, 01:44
Posts: 1699


Old OP
Tired of invading dungeons? Perhaps it’s time you build your own.

War for the Overworld is a Dungeon Management Game that employs your favourite aspects of the RPG, RTS and god game genres.

In War for the Overworld, you will play as a malevolent Underlord with unrivaled dark power and an insatiable desire for bloody conquest.

Excavate your dungeon and populate it with dozens of unique rooms that will attract myriad creatures to your halls to work and fight for you. In addition to creatures you have destructive spells and powerful rituals to cast upon any unsuspecting goodly hero (or rival Underlord) who dares trespass your unholy halls.
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Minimum:
OS: Windows 7, Windows 8
Processor: Dual Core CPU @ 2.0GHz
Memory: 4 GB RAM
Graphics: Nvidia GT400 series with 512MB RAM or better, ATI 4870HD with 512MB RAM or better
Hard Drive: 4 GB available space (may increase in the future)
Sound: Speakers or headphone

- I was unable to find beta for download. It is like dungeon keeper.


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Post Post subject: Re: War for the Overworld [Beta]   
Posted: Tuesday, 11 Feb 2014, 03:40   Reply with quote
Super flooder Почетный графоман
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Joined: Monday, 01 Nov 2010, 13:11
Posts: 1429
Location: China
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Here is a download link for beta version which i uploaded in 2013/05/17.
Not the latest version.


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Post Post subject: Re: War for the Overworld [Beta]   
Posted: Tuesday, 11 Feb 2014, 03:56   Reply with quote
Advanced forumer Завсегдатай
Joined: Friday, 03 Dec 2010, 18:02
Posts: 95
I haven't found the new version 0.3.2 on the internet. Maybe someone has it?


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Post Post subject: Re: War for the Overworld [Beta]   
Posted: Tuesday, 11 Feb 2014, 11:19   Reply with quote
I live here Три раза сломал клаву :)
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Joined: Thursday, 17 Oct 2013, 01:44
Posts: 1699
kevinyang225 wrote:
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Here is a download link for beta version which i uploaded in 2013/05/17.
Not the latest version.


Thank you!

-- Edit --

batalburzir wrote:
I haven't found the new version 0.3.2 on the internet. Maybe someone has it?


Someone has it but they did not share it :)
Game is changing very fast so it is a pity that we do not have last version :(


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Post Post subject: Re: War for the Overworld [Beta]   
Posted: Tuesday, 11 Feb 2014, 14:05   Reply with quote
Super flooder Почетный графоман
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Joined: Monday, 01 Nov 2010, 13:11
Posts: 1429
Location: China
3DMGAME-War.For.The.Overworld.v0.3.2.Cracked-3DM

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OR

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OR

  1. [[Please login to see this link.]]


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Post Post subject: Re: War for the Overworld [Beta]   
Posted: Tuesday, 11 Feb 2014, 14:52   Reply with quote
I live here Три раза сломал клаву :)
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Joined: Thursday, 17 Oct 2013, 01:44
Posts: 1699
kevinyang225 wrote:
3DMGAME-War.For.The.Overworld.v0.3.2.Cracked-3DM



:o Thank you.


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Post Post subject: Re: War for the Overworld [Beta]   
Posted: Saturday, 24 May 2014, 22:27   Reply with quote
I live here Три раза сломал клаву :)
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Joined: Tuesday, 06 Sep 2011, 13:26
Posts: 3293
War.for.the.Overworld.Early.Access-RINDVIEH v0.4.1

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Fight The Dragon - up to date
Mad Games Tycoon - up to date
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Post Post subject: Re: War for the Overworld [Beta]   
Posted: Saturday, 24 May 2014, 22:34   Reply with quote
I live here Три раза сломал клаву :)
Joined: Wednesday, 03 Dec 2008, 13:29
Posts: 1513
Location: In my mind
jAck_h!De wrote:
War.for.the.Overworld.Early.Access-RINDVIEH v0.4.1

:razz: :razz:


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Post Post subject: Re: War for the Overworld [Beta]   
Posted: Tuesday, 23 Sep 2014, 12:08   Reply with quote
Forum ghost Местное привидение
Joined: Wednesday, 16 Mar 2011, 07:49
Posts: 449
any news on v.0.5.0?


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Post Post subject: Re: War for the Overworld [Beta]   
Posted: Sunday, 12 Oct 2014, 14:49   Reply with quote
Super flooder Почетный графоман
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Joined: Saturday, 24 May 2014, 02:39
Posts: 1008
Yea , any latest versions ? They added so much to it .

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Post Post subject: Re: War for the Overworld [Beta]   
Posted: Wednesday, 19 Nov 2014, 03:07   Reply with quote
I live here Три раза сломал клаву :)
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Posts: 1547
v0.5.2 (Cracked by Haoose (+ Emu by ALI213))
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Last edited by Haoose on Wednesday, 19 Nov 2014, 03:17, edited 1 time in total.

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Post Post subject: Re: War for the Overworld [Beta]   
Posted: Wednesday, 19 Nov 2014, 03:12   Reply with quote
I live here Три раза сломал клаву :)
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Joined: Monday, 30 Aug 2010, 09:02
Posts: 2117
Thank you Haoose!

:DRINK:

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Post Post subject: Re: War for the Overworld [Beta]   
Posted: Saturday, 27 Dec 2014, 18:16   Reply with quote
Advanced forumer Завсегдатай
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Joined: Sunday, 11 May 2014, 13:21
Posts: 125
Location: South Australia, Australia
Will start uploading v0.6.0 Hotfix 3 uncracked in 10 or so minutes, so in the morning (9-10 hours or so) I'll post the link to it. It'll be a Mega link as always.

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Change Log
Known Issues
Please don't report these!
Windowed mode has multiple issues:
Window remains on top of all other windows at all times
The mouse lock can sometimes lock your cursor to other windows
Because of these, we'd recommend sticking to full screen for now
Units will occasionally stop fighting entirely on level 2
Some objects are rendering without transparency (most notably: unit shields)
The game will briefly freeze the first time you take an action each level
We're currently overhauling much of the lighting in the game, as such expect many game elements to be too bright or too dark as this is still very much a work in progress
Arena execution toggle prop is currently positioned incorrectly within the room
Units occasionally try to move into the Dungeon core as part of their wandering
It is possible to scroll the main menu with the mouse wheel even when the menu is smaller than the chosen resolution
Slapping Frost Weavers heals them
Ember Demons do not have a unit shield
You can see parts of certain tall objects when fog of war tiles are tagged over them
Tagged fog of war tiles blink when the underlying tile is claimed by an opposing faction
Arena execution toggle prop moves when the room is claimed
Brimstone heat vfx can reflect the tagging colour from nearby tagged tiles
Black fog underneath foundry & sanctuary
Inhibitors on levels 2 and 3 continue to spin when destroyed
Workers sometimes move back and forth rapidly over defence parts rather than picking them up
Camera scrolling via mouse is not working in full screen mode with different aspect ratio than native
Defence health shields are not always shown correctly during construction
Gargoyle laser goes through closed doors
VFX for dungeon core beating is out of sync with the animation and sfx
Mouse is locked when in windowed mode on linux
Some fog of war lighting issues on Linux
Warding totem and Bonechiller VFX not synchronized with their sound effects
Workers for clients in multiplayer sometimes move slower for no discernible reason
Converted units act as spies, and are invisible to their new owner in multiplayer
Work-In-Progress Features
The following features are not yet complete and may be a bit rough around the edges!
Campaign Levels 1, 2 & 3 (Specifically: The VO is placeholder, we’ll be recording Richard Ridings for these levels next year)
Construct Artwork
Beastmaster (currently a recoloured Chunder)
Ember Rift (currently a recoloured Bone Chiller)
Tavern (missing most animations/VFX for food being cooked and units eating)
Possession
Blade Lotus (currently a white cube)
Saving & Loading
Skirmish AI
If you encounter any bugs or issues please post up a thread in our bug report forums (and make sure you specify that you are on the patch testing branch!). If this is your first time using the bug report forum, please familiarise yourself with the bug report guidelines.

Skirmish Mode & Underlord AI (WIP)
We’re extremely excited to finally be adding Skirmish mode to the game! This is a very basic, early implementation of the AI which is currently capable of the following actions:
Unlocking Aspects through the Veins of Evil
Building rooms
Casting various spells (lightning, heal, enrage, obey, recall and prophecy)
Using Rally to defend against attackers
You can play against the AI in 1v1 Skirmish mode levels by selecting the “Skirmish” option from the main menu. Expect to see more improvements to the AI in upcoming patches!

Campaign Preview (WIP)
For the reasons we detailed in WFTO Wednesday #102, we’re releasing the first three levels of the main campaign with this patch. Please not that these are still works in progress and the voiceover is placeholder - we’ll be recording Richard Ridings for these levels early next year.
Campaign 1 (Awakening) is our new tutorial which will introduce you to the core mechanics of the game
Campaign 2 (Welcome to Kairos) tasks you wish defeating the burnt-faced Sir Roussimoff and the Inhibitor which he protects
Campaign 3 (The Breach) introduces you to defences as the witless Lord O’Theland sends his forces to die at your doorstep
Updated Levels
We’ve also made some minor changes to some of our other levels.
Hollow is bigger and the dungeon core is now centered
Waves on Survival now spawn after a set period of time instead of when the previous wave is defeated (this will fix all issues with waves not spawning and prevent players keeping enemy units alive to give themselves extra time)
Mudbox has been updated to feature the new terrain types
Unit Behaviour
We are working on significantly overhauling unit behaviour both in and out of combat.

To start with, all units now conform to one of the following personalities in combat:
Melee Blitzer: Focuses on targeting squishy units, targeting supports then ranged fighters
Melee Fighter: Focuses on dealing damage to nearby targets, gets stuck in
Melee Tank: Attempts to keep nearby ranged units safe from Blitzers & Fighters
Ranged Fighter: Only uses Melee attacks in an emergency, backs away when enemies get close, fights at optimal range, prioritises stuns and slows when trying to defend itself
Ranged Support: Will attempt to use all of their spells even if it means changing targets or moving, tries to support nearby allies
Shadow: Targets the strongest nearby target, once that is dead re-stealths and moves to the next strongest
On top of that, some units will have additional behaviour patterns in specific situations:
Scouts: Both Oculus and Spirit will now actively leave the dungeon and try to scout, Oculus will flee from enemies that spot it while the Spirit will seek to explore known enemy dungeons
Garrisoned Units: Will patrol the Garrison, if an enemy is spotted by one member of the group the whole group will look to engage, but will not pursue the target too far from the Garrison
Vampires: Will attempt to feed when below 80% health or when all enemies are KO
Fearless Units: Will never run from combat
And lastly:
All units (Except for a few exceptions above) will also choose to flee combat if they feel it is not going in their favour
In some cases they will simply attempt to get to a safer place to continue fighting
If they are seriously wounded or unable to win they will try to get back to a friendly Dungeon
Heals will only be used if there is an appropriate target nearby that is below 80% health
Constructs
As we explored in WFTO Wednesday #99, we’re moving several Defences into the new Constructs mechanic. Constructs are generally much more aggressive tools, used for attacking and staking claim through map control. As they do not require defence parts this opens up routes through the Veins of Evil for Wrath-focused players who do not want to unlock the Foundry.
Constructs can be placed on Unclaimed Territory as well as within your own dungeon
Constructs do not require defence parts to be built and are instead summoned by your workers’ extended dance routines
Constructs have awesome orange blueprints
All Construct artwork is WIP, we’ll be improving this in the next major update
The following 6 aspects are now Constructs:
Underminer
Gold Vortex
Ember Rift
Outpost
Replacement Earth
Warding Totem
Terrain Changes
We’re making some changes to some to Brimstone and Permafrost to ensure they are correctly fulfilling the role they have, as well as adding a new ‘Sand’ terrain type. For more details on the reasoning behind these changes, check out WFTO Wednesday #95.
Brimstone: Can only be destroyed by explosives (Underminer, Hellfire), but will create a secondary explosion when destroyed that will blow up all adjacent tiles (creating a chain reaction in large areas of Brimstone)
Permafrost: No longer indestructible until heated up, instead just has significantly increased health compared to standard Earth
Sand: Has significantly decreased health compared to normal Earth
The Chill and Cauterize spells have been removed
Veins of Evil Changes
As discussed in WFTO Wednesday #97, we’ve made some layout changes to the Veins of Evil and made several aspects unlocked for free at the start of the game:
Heal
Lightning
Summon Worker
Wooden Door
Bombard
Wooden Bridge
Replacement Earth
Saving & Loading (WIP)
We’ve added our first pass of level saving & loading. It’s still a tad rough right now so we’ve only made it available to use via the debug console (F2) with the following commands:
save [filename]
load [filename]
As this feature is still heavily in development it's highly likely to cause problems. We'll be fixing this up closer to launch.

Payday
It is Payday! This long-awaited feature has finally made it in. This will give players yet another thing to carefully consider when spending their gold and makes conserving gold that much more valuable.
Payday occurs every 10 minutes
The Payday timer has been added as a ring around the gold symbol next to the gold counter
When the payday indicator is filled your intelligent units will take pay from the nearest available gold piles in your vault or dungeon core
Failing to fulfill the gold need will make your units unhappy
Beasts, workers and summoned units do not require pay
Unit Spawning Changes
As we covered in WFTO Wednesday #97 we’re making some changes to how units are attracted to your dungeon to speed up the first few minutes of each level.
All units now only require their primary room before entering your dungeon (eg: Archive for the Cultist, Garrison for the Augre)
All units do not require a Lair or Slaughterpen to spawn, but will become unhappy if they are without them for too long
New Ritual: Overload
Vein: Mid Neutral
Cost: 450 preparation
Significantly increases mana regeneration and reduces the mana regeneration cooldown for several seconds
Afterwards, significantly decreases mana regeneration and increases the mana regeneration cooldown for several seconds
New Defence: Blade Lotus
We’ll be covering the Blade Lotus in more detail in a future WFTO Wednesday.
Vein: Early Sloth
Cost: 800 gold, 20 mana, 2 defence parts
Artwork is currently placeholder
Remains hidden until enemy attacks
Can toggle between armed and disarmed
When disarmed:
Will instantly lower, allowing any unit to pass through it
Will not take further action
Will be destroyed if tile is unclaimed
When armed:
Will rise up and attack when an enemy walks nearby, damaging and knocking back all nearby enemies
After rising up, acts as a barricade and blocks all unit movement but does not block attacks or vision
When cooldown completes if no further enemies are nearby, it will lower down and re-hide.
If further enemies are nearby when cooldown completes it will attack again and remain raised
After attacking, a cooldown will begin
Will remain visible and attackable when on cooldown even if lowered
Cooldown will reset if toggled to disarm
New Construct: Replacement Earth
Vein: None (unlocked for free)
Cost: 500 gold
Creates an unclaimed earth tile
Activates automatically upon completion
Updated Ritual: Uprising
As we removed the cooldown on the Necromancer’s Raise Ghoul ability and instead added a Ghoul cap based on their level, there was no longer a use for excess Ghouls or a reason to have the old Uprising Ritual, so we redesigned it to be infinitely more awesome. See WFTO Wednesday #101 for more details.
When activated, every soul stored in your Crypt will be raised as two Wraiths
Wraiths have a basic melee attack and will slowly lose health over time until they die
Wraith artwork is placeholder
We’ve also added a toggle prop to the Crypt that will save all Souls collected for Uprising (the prop will turn red when Ghoul raising is disabled)
Updated Construct: Outpost
Automatically activated upon completion of construct
Now claims a 3x3 area originating from the outpost
Only dirt tiles can be claimed by an outpost, tiles owned by other players cannot be claimed
Updated Defence: Augrum Wall
Previously called ‘Replacement Wall’
Now created a reinforced wall tile which is far stronger than a standard earth tile
The texture for this tile is a very ugly placeholder
Updated Defence: Gargoyle
Gargoyles were a pretty overwhelming defence due to the fact they could damage every single enemy in a concentrated area and it was quite difficult to order your units to avoid it, so we’ve moved some of its power budget into a debuff that it applies to targets to force the defending player to combine the Gargoyle with other defensive tools to make full use of it.
Significantly reduced the Gargoyles damage
Any units standing inside the Gargoyle’s beam will now be slowed and take additional damage from all other sources
Updated Defence: Bone Chiller
We wanted to give depending players a way to counter Ember Demons if they were paying enough attention, so we added a damage component to the Bone Chiller’s active ability which is especially effective against those fiery menaces.
The Bone Chiller’s Frost Nova ability now deals a large chunk of cold damage
Other Balance Changes
Defences can now be built on Stone Bridges
Defence blueprints are invulnerable and invisible to the enemy when they are first placed, but become visible and attackable once a defence part has been added
Various changes made to unit happiness mechanics - units will now become unhappy at a slightly slower rate, continue to work longer and fulfill their needs sooner
Mana shrines now reduce mana cost of all spells by 30% stacking multiplicatively - two shrines reduce costs by 50%, three by 65%, and so on
Dungeon cores will now slowly regenerate health
Adjusted Ember Demon basic attack so that they can actually damage each other (now deals physical and fire damage)
Adjusted Bombard attacks so that they can actually damage Ember Demons (now deals physical and fire damage)
Behemoth attack now does more damage and knocks the target back
Quick Freeze is now destroyable with explosives such as the Underminer and Hellfire Potion
Away from the protective and nurturing environment of the Foundry, defence parts now disintegrate if left in the world for 30 seconds
Gold mined by spirit workers will be automatically transferred to the Vault
Underminer will now knock back nearby units when it activates
Bombards now require 3 defence parts (down from 4)
Bombards now have 1000 health (up from 800)
Out-of-combat health regeneration on defences is now 7.5x faster
Workers now dig blocks and claim tiles faster
Workers now move slower
UI Changes
Added a ‘Latest News’ section to the main menu
Updated main menu artwork
Changed potion tab and icons to yellow (as Constructs are now orange)
Restart level option added to pause menu
It is now possible to open the pause menu while in possession mode
You can now paint tile selection, spell casts, and other things by holding down shift and the mouse cursor
Updated the win/loss splash images
Other Features, Improvements & Changes
Combat Music has been added to the game (please note that only a tiny portion of it has actually been added)
If multiple units are walking down a corridor they will now space themselves out rather than moving down the middle single file
Units will now leave the Arena by their own accord if any of the following conditions are met: their rally flag is spawned, they are unhappy or they have been alone for too long
Various improvements to how jobs are assigned to units, i.e. in what order they choose to perform functions within the dungeon
After a training course on the meaning of “Impenetrable”, workers will no longer waste time fortifying impenetrable rock
The game now checks each player’s version in a Multiplayer match, players may no longer join games which do not match their version of WFTO.
Wooden bridges are no longer buildable on lava
Ritual sacrifice mechanic has been removed
Added additional whiskers to underlord Sammy
A whole bunch of under-the-hood changes for the campaign and additional terrain/props some of which can be accessed via the debug console
When a containing prop that holds an item is sold that item should correctly move to nearby free props in the same room if there is one available
A work point has been added to the altar in the Sanctuary so a 3x3 room can still be worked
Added a toggle in the corner of the Crypt which will halt Ghoul raising, allowing you to save souls for the Uprising ritual (the prop will turn red when Ghoul raising is disabled)
Chill and Cauterize have been removed due to the terrain changes
Other Visual Improvements
Tagged tiles are now much brighter and use a much prettier blue
The Portcullis has received a new texture and has a unique texture for each theme
Cleaned up Chunder VFX
Cleaned up some shader issues in the Torture Chamber
Arena “Thumb” prop updated with new mesh and animations
Death VFX will now play on KO
Blueprints look much cooler and glow
Bombard texture updated, blends into the terrain less
Torture animations have been added for several units
Bug Fixes
Resolved multiple stability issues with the OSX and Linux builds
Using possession, you can no longer claim enemy tiles occupied by defences
Fixed an issue that prevented ranged attacks from hitting several defenses
Fixed several CTD issues
Mana bar’s total capacity will now increase at the correct rate when unlocking Sins both visibly and functionally (25 additional mana per Sin)
Fixed an issue where open doors would only take damage dealt to them when they are closed
Units will no longer ignore defences, constructs and other units spawned within their perception range
Flying units will no longer sink into the floor of the spirit chamber when placed on a pedestal
Units instructed that the arena is a battle pit and not a hugging pit, units now fight rather than ignoring one another
The Annex spell now works for the client in Multiplayer
Fixed an issue which caused the main menu buttons to stop working
Shrines and Gateways should no longer be visible poking out of the Fog of War if tagged
It is no longer possible to drop units on other friendly units within enemy territory
Fixed a bug which was preventing units from changing jobs when dropped in a room
Fixed a bug that was preventing the “Welcome to Kairos” level from starting
Fixed an issue where the blueprint for the Beast den prop was displayed incorrectly
Hosted games should now be visible in the multiplayer lobby again
Fixed some issues where some objects and VFX would be visible through fog of war in multiplayer
Fixed a bug which caused a specific Alchemy Lab wall mesh to become undiggable
Default core should no longer be appearing alongside chosen theme core
It should no longer be impossible to get rid of brimstone
Battle music should no longer play for arena battles
Gold shrines should now once again light up when tagged
Beastmasters are now able to put beasts into the arena once more
Dungeon Core SFX has been readded
Fixed an issue where restarting a level did not reset the mana limit
Fixed an issue where restarting a level did not reset the veins of evil unlocks
All upgraded foundry props should now appear correctly when built
Fixed an issue which caused upgraded Archive props to disappear sometimes when worked on
Infinite gold is now working again in My Little Dungeon
Selling a part of the sanctuary should no longer inappropriately cancel rituals
Fixed a bug which was causing crypt props to disappear when a unit was dropped upon them
Fixed an issue where the Obey VFX and SFX would play when a cultist entered sanctuaries
Fixed an issue related to prospector where wall tiles revealed by undug gold would appear unusual
Fixed the unusual appearance of the beast pen prop preview
Walls will no longer unfortify incorrectly when certain neighbouring tiles are claimed
Enemy owned shrines will no longer be revealed permanently by prospector
Fixed an issue where units would sometimes remain in their death animation after conversion
Statues created by blood money will now correctly award money when dug in multiplayer
Fixed an issue which would cause the game to not respond after attempting to host multiple games quickly
Fixed several issues preventing NAT Punchthrough from working
The “Spawn Underlord Units” tile in My Little Dungeon will now work again
Juggernauts and Wardens will now work foundry props correctly
Helium content of souls reduced, units no longer floating on spirit chamber pedestals... or anywhere else for that matter...
The port test for multiplayer will no longer occasionally crash the game
Corrected worker eyesight, should always drop items off in the correct place rather than two tiles out
Rats are now longer escaping from the prison
Fixed an issue that prevented golden statues created by blood money from being digged
VFX for blood money is playing correctly once again
Dungeon core floor is no longer culled too early if player camera is moving away
Crypt pyre VFX should now correctly disappear after ghouls are spawned
Ghouls are now taught to walk immediately after spawning, should no longer glide for a short time after spawn
Workers can no longer be placed on spirit chamber props
Fixed an issue that prevented wave 2 from starting on the survival level
All hosted games that are correctly port forwarded should now be correctly visible in the multiplayer lobby
Warding totems are no longer able to see over walls
Enrage VFX has been corrected
VFX and SFX should now always play when Prophecy is cast
Units should once again fight in the Arena
Units should no longer flip while fighting in the Arena
Skargs that are fighting should no longer collide more than usual due to their leap
Fixed several issues with art assets on the Mudbox map

Hotfix 1
Resolved an issue that cause units to spontaneously stop fighting

Hotfix 2
Resolved an issue causing AI Underlord in skirmish to not do anything if you restart the level

Hotfix 3
Resolved an issue causing units to sometimes ignore rally flags


Last edited by mark7891 on Sunday, 28 Dec 2014, 02:17, edited 2 times in total.

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Post Post subject: Re: War for the Overworld [Beta]   
Posted: Saturday, 27 Dec 2014, 19:00   Reply with quote
I live here Три раза сломал клаву :)
Joined: Wednesday, 03 Dec 2008, 13:29
Posts: 1513
Location: In my mind
Thanks in advance Mark :)


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Post Post subject: Re: War for the Overworld [Beta]   
Posted: Sunday, 28 Dec 2014, 02:19   Reply with quote
Advanced forumer Завсегдатай
User avatar
Joined: Sunday, 11 May 2014, 13:21
Posts: 125
Location: South Australia, Australia
Alright, here you go: [[Please login to see this link.]]

Change Log
Known Issues
Please don't report these!
Windowed mode has multiple issues:
Window remains on top of all other windows at all times
The mouse lock can sometimes lock your cursor to other windows
Because of these, we'd recommend sticking to full screen for now
Units will occasionally stop fighting entirely on level 2
Some objects are rendering without transparency (most notably: unit shields)
The game will briefly freeze the first time you take an action each level
We're currently overhauling much of the lighting in the game, as such expect many game elements to be too bright or too dark as this is still very much a work in progress
Arena execution toggle prop is currently positioned incorrectly within the room
Units occasionally try to move into the Dungeon core as part of their wandering
It is possible to scroll the main menu with the mouse wheel even when the menu is smaller than the chosen resolution
Slapping Frost Weavers heals them
Ember Demons do not have a unit shield
You can see parts of certain tall objects when fog of war tiles are tagged over them
Tagged fog of war tiles blink when the underlying tile is claimed by an opposing faction
Arena execution toggle prop moves when the room is claimed
Brimstone heat vfx can reflect the tagging colour from nearby tagged tiles
Black fog underneath foundry & sanctuary
Inhibitors on levels 2 and 3 continue to spin when destroyed
Workers sometimes move back and forth rapidly over defence parts rather than picking them up
Camera scrolling via mouse is not working in full screen mode with different aspect ratio than native
Defence health shields are not always shown correctly during construction
Gargoyle laser goes through closed doors
VFX for dungeon core beating is out of sync with the animation and sfx
Mouse is locked when in windowed mode on linux
Some fog of war lighting issues on Linux
Warding totem and Bonechiller VFX not synchronized with their sound effects
Workers for clients in multiplayer sometimes move slower for no discernible reason
Converted units act as spies, and are invisible to their new owner in multiplayer
Work-In-Progress Features
The following features are not yet complete and may be a bit rough around the edges!
Campaign Levels 1, 2 & 3 (Specifically: The VO is placeholder, we’ll be recording Richard Ridings for these levels next year)
Construct Artwork
Beastmaster (currently a recoloured Chunder)
Ember Rift (currently a recoloured Bone Chiller)
Tavern (missing most animations/VFX for food being cooked and units eating)
Possession
Blade Lotus (currently a white cube)
Saving & Loading
Skirmish AI
If you encounter any bugs or issues please post up a thread in our bug report forums (and make sure you specify that you are on the patch testing branch!). If this is your first time using the bug report forum, please familiarise yourself with the bug report guidelines.

Skirmish Mode & Underlord AI (WIP)
We’re extremely excited to finally be adding Skirmish mode to the game! This is a very basic, early implementation of the AI which is currently capable of the following actions:
Unlocking Aspects through the Veins of Evil
Building rooms
Casting various spells (lightning, heal, enrage, obey, recall and prophecy)
Using Rally to defend against attackers
You can play against the AI in 1v1 Skirmish mode levels by selecting the “Skirmish” option from the main menu. Expect to see more improvements to the AI in upcoming patches!

Campaign Preview (WIP)
For the reasons we detailed in WFTO Wednesday #102, we’re releasing the first three levels of the main campaign with this patch. Please not that these are still works in progress and the voiceover is placeholder - we’ll be recording Richard Ridings for these levels early next year.
Campaign 1 (Awakening) is our new tutorial which will introduce you to the core mechanics of the game
Campaign 2 (Welcome to Kairos) tasks you wish defeating the burnt-faced Sir Roussimoff and the Inhibitor which he protects
Campaign 3 (The Breach) introduces you to defences as the witless Lord O’Theland sends his forces to die at your doorstep
Updated Levels
We’ve also made some minor changes to some of our other levels.
Hollow is bigger and the dungeon core is now centered
Waves on Survival now spawn after a set period of time instead of when the previous wave is defeated (this will fix all issues with waves not spawning and prevent players keeping enemy units alive to give themselves extra time)
Mudbox has been updated to feature the new terrain types
Unit Behaviour
We are working on significantly overhauling unit behaviour both in and out of combat.

To start with, all units now conform to one of the following personalities in combat:
Melee Blitzer: Focuses on targeting squishy units, targeting supports then ranged fighters
Melee Fighter: Focuses on dealing damage to nearby targets, gets stuck in
Melee Tank: Attempts to keep nearby ranged units safe from Blitzers & Fighters
Ranged Fighter: Only uses Melee attacks in an emergency, backs away when enemies get close, fights at optimal range, prioritises stuns and slows when trying to defend itself
Ranged Support: Will attempt to use all of their spells even if it means changing targets or moving, tries to support nearby allies
Shadow: Targets the strongest nearby target, once that is dead re-stealths and moves to the next strongest
On top of that, some units will have additional behaviour patterns in specific situations:
Scouts: Both Oculus and Spirit will now actively leave the dungeon and try to scout, Oculus will flee from enemies that spot it while the Spirit will seek to explore known enemy dungeons
Garrisoned Units: Will patrol the Garrison, if an enemy is spotted by one member of the group the whole group will look to engage, but will not pursue the target too far from the Garrison
Vampires: Will attempt to feed when below 80% health or when all enemies are KO
Fearless Units: Will never run from combat
And lastly:
All units (Except for a few exceptions above) will also choose to flee combat if they feel it is not going in their favour
In some cases they will simply attempt to get to a safer place to continue fighting
If they are seriously wounded or unable to win they will try to get back to a friendly Dungeon
Heals will only be used if there is an appropriate target nearby that is below 80% health
Constructs
As we explored in WFTO Wednesday #99, we’re moving several Defences into the new Constructs mechanic. Constructs are generally much more aggressive tools, used for attacking and staking claim through map control. As they do not require defence parts this opens up routes through the Veins of Evil for Wrath-focused players who do not want to unlock the Foundry.
Constructs can be placed on Unclaimed Territory as well as within your own dungeon
Constructs do not require defence parts to be built and are instead summoned by your workers’ extended dance routines
Constructs have awesome orange blueprints
All Construct artwork is WIP, we’ll be improving this in the next major update
The following 6 aspects are now Constructs:
Underminer
Gold Vortex
Ember Rift
Outpost
Replacement Earth
Warding Totem
Terrain Changes
We’re making some changes to some to Brimstone and Permafrost to ensure they are correctly fulfilling the role they have, as well as adding a new ‘Sand’ terrain type. For more details on the reasoning behind these changes, check out WFTO Wednesday #95.
Brimstone: Can only be destroyed by explosives (Underminer, Hellfire), but will create a secondary explosion when destroyed that will blow up all adjacent tiles (creating a chain reaction in large areas of Brimstone)
Permafrost: No longer indestructible until heated up, instead just has significantly increased health compared to standard Earth
Sand: Has significantly decreased health compared to normal Earth
The Chill and Cauterize spells have been removed
Veins of Evil Changes
As discussed in WFTO Wednesday #97, we’ve made some layout changes to the Veins of Evil and made several aspects unlocked for free at the start of the game:
Heal
Lightning
Summon Worker
Wooden Door
Bombard
Wooden Bridge
Replacement Earth
Saving & Loading (WIP)
We’ve added our first pass of level saving & loading. It’s still a tad rough right now so we’ve only made it available to use via the debug console (F2) with the following commands:
save [filename]
load [filename]
As this feature is still heavily in development it's highly likely to cause problems. We'll be fixing this up closer to launch.

Payday
It is Payday! This long-awaited feature has finally made it in. This will give players yet another thing to carefully consider when spending their gold and makes conserving gold that much more valuable.
Payday occurs every 10 minutes
The Payday timer has been added as a ring around the gold symbol next to the gold counter
When the payday indicator is filled your intelligent units will take pay from the nearest available gold piles in your vault or dungeon core
Failing to fulfill the gold need will make your units unhappy
Beasts, workers and summoned units do not require pay
Unit Spawning Changes
As we covered in WFTO Wednesday #97 we’re making some changes to how units are attracted to your dungeon to speed up the first few minutes of each level.
All units now only require their primary room before entering your dungeon (eg: Archive for the Cultist, Garrison for the Augre)
All units do not require a Lair or Slaughterpen to spawn, but will become unhappy if they are without them for too long
New Ritual: Overload
Vein: Mid Neutral
Cost: 450 preparation
Significantly increases mana regeneration and reduces the mana regeneration cooldown for several seconds
Afterwards, significantly decreases mana regeneration and increases the mana regeneration cooldown for several seconds
New Defence: Blade Lotus
We’ll be covering the Blade Lotus in more detail in a future WFTO Wednesday.
Vein: Early Sloth
Cost: 800 gold, 20 mana, 2 defence parts
Artwork is currently placeholder
Remains hidden until enemy attacks
Can toggle between armed and disarmed
When disarmed:
Will instantly lower, allowing any unit to pass through it
Will not take further action
Will be destroyed if tile is unclaimed
When armed:
Will rise up and attack when an enemy walks nearby, damaging and knocking back all nearby enemies
After rising up, acts as a barricade and blocks all unit movement but does not block attacks or vision
When cooldown completes if no further enemies are nearby, it will lower down and re-hide.
If further enemies are nearby when cooldown completes it will attack again and remain raised
After attacking, a cooldown will begin
Will remain visible and attackable when on cooldown even if lowered
Cooldown will reset if toggled to disarm
New Construct: Replacement Earth
Vein: None (unlocked for free)
Cost: 500 gold
Creates an unclaimed earth tile
Activates automatically upon completion
Updated Ritual: Uprising
As we removed the cooldown on the Necromancer’s Raise Ghoul ability and instead added a Ghoul cap based on their level, there was no longer a use for excess Ghouls or a reason to have the old Uprising Ritual, so we redesigned it to be infinitely more awesome. See WFTO Wednesday #101 for more details.
When activated, every soul stored in your Crypt will be raised as two Wraiths
Wraiths have a basic melee attack and will slowly lose health over time until they die
Wraith artwork is placeholder
We’ve also added a toggle prop to the Crypt that will save all Souls collected for Uprising (the prop will turn red when Ghoul raising is disabled)
Updated Construct: Outpost
Automatically activated upon completion of construct
Now claims a 3x3 area originating from the outpost
Only dirt tiles can be claimed by an outpost, tiles owned by other players cannot be claimed
Updated Defence: Augrum Wall
Previously called ‘Replacement Wall’
Now created a reinforced wall tile which is far stronger than a standard earth tile
The texture for this tile is a very ugly placeholder
Updated Defence: Gargoyle
Gargoyles were a pretty overwhelming defence due to the fact they could damage every single enemy in a concentrated area and it was quite difficult to order your units to avoid it, so we’ve moved some of its power budget into a debuff that it applies to targets to force the defending player to combine the Gargoyle with other defensive tools to make full use of it.
Significantly reduced the Gargoyles damage
Any units standing inside the Gargoyle’s beam will now be slowed and take additional damage from all other sources
Updated Defence: Bone Chiller
We wanted to give depending players a way to counter Ember Demons if they were paying enough attention, so we added a damage component to the Bone Chiller’s active ability which is especially effective against those fiery menaces.
The Bone Chiller’s Frost Nova ability now deals a large chunk of cold damage
Other Balance Changes
Defences can now be built on Stone Bridges
Defence blueprints are invulnerable and invisible to the enemy when they are first placed, but become visible and attackable once a defence part has been added
Various changes made to unit happiness mechanics - units will now become unhappy at a slightly slower rate, continue to work longer and fulfill their needs sooner
Mana shrines now reduce mana cost of all spells by 30% stacking multiplicatively - two shrines reduce costs by 50%, three by 65%, and so on
Dungeon cores will now slowly regenerate health
Adjusted Ember Demon basic attack so that they can actually damage each other (now deals physical and fire damage)
Adjusted Bombard attacks so that they can actually damage Ember Demons (now deals physical and fire damage)
Behemoth attack now does more damage and knocks the target back
Quick Freeze is now destroyable with explosives such as the Underminer and Hellfire Potion
Away from the protective and nurturing environment of the Foundry, defence parts now disintegrate if left in the world for 30 seconds
Gold mined by spirit workers will be automatically transferred to the Vault
Underminer will now knock back nearby units when it activates
Bombards now require 3 defence parts (down from 4)
Bombards now have 1000 health (up from 800)
Out-of-combat health regeneration on defences is now 7.5x faster
Workers now dig blocks and claim tiles faster
Workers now move slower
UI Changes
Added a ‘Latest News’ section to the main menu
Updated main menu artwork
Changed potion tab and icons to yellow (as Constructs are now orange)
Restart level option added to pause menu
It is now possible to open the pause menu while in possession mode
You can now paint tile selection, spell casts, and other things by holding down shift and the mouse cursor
Updated the win/loss splash images
Other Features, Improvements & Changes
Combat Music has been added to the game (please note that only a tiny portion of it has actually been added)
If multiple units are walking down a corridor they will now space themselves out rather than moving down the middle single file
Units will now leave the Arena by their own accord if any of the following conditions are met: their rally flag is spawned, they are unhappy or they have been alone for too long
Various improvements to how jobs are assigned to units, i.e. in what order they choose to perform functions within the dungeon
After a training course on the meaning of “Impenetrable”, workers will no longer waste time fortifying impenetrable rock
The game now checks each player’s version in a Multiplayer match, players may no longer join games which do not match their version of WFTO.
Wooden bridges are no longer buildable on lava
Ritual sacrifice mechanic has been removed
Added additional whiskers to underlord Sammy
A whole bunch of under-the-hood changes for the campaign and additional terrain/props some of which can be accessed via the debug console
When a containing prop that holds an item is sold that item should correctly move to nearby free props in the same room if there is one available
A work point has been added to the altar in the Sanctuary so a 3x3 room can still be worked
Added a toggle in the corner of the Crypt which will halt Ghoul raising, allowing you to save souls for the Uprising ritual (the prop will turn red when Ghoul raising is disabled)
Chill and Cauterize have been removed due to the terrain changes
Other Visual Improvements
Tagged tiles are now much brighter and use a much prettier blue
The Portcullis has received a new texture and has a unique texture for each theme
Cleaned up Chunder VFX
Cleaned up some shader issues in the Torture Chamber
Arena “Thumb” prop updated with new mesh and animations
Death VFX will now play on KO
Blueprints look much cooler and glow
Bombard texture updated, blends into the terrain less
Torture animations have been added for several units
Bug Fixes
Resolved multiple stability issues with the OSX and Linux builds
Using possession, you can no longer claim enemy tiles occupied by defences
Fixed an issue that prevented ranged attacks from hitting several defenses
Fixed several CTD issues
Mana bar’s total capacity will now increase at the correct rate when unlocking Sins both visibly and functionally (25 additional mana per Sin)
Fixed an issue where open doors would only take damage dealt to them when they are closed
Units will no longer ignore defences, constructs and other units spawned within their perception range
Flying units will no longer sink into the floor of the spirit chamber when placed on a pedestal
Units instructed that the arena is a battle pit and not a hugging pit, units now fight rather than ignoring one another
The Annex spell now works for the client in Multiplayer
Fixed an issue which caused the main menu buttons to stop working
Shrines and Gateways should no longer be visible poking out of the Fog of War if tagged
It is no longer possible to drop units on other friendly units within enemy territory
Fixed a bug which was preventing units from changing jobs when dropped in a room
Fixed a bug that was preventing the “Welcome to Kairos” level from starting
Fixed an issue where the blueprint for the Beast den prop was displayed incorrectly
Hosted games should now be visible in the multiplayer lobby again
Fixed some issues where some objects and VFX would be visible through fog of war in multiplayer
Fixed a bug which caused a specific Alchemy Lab wall mesh to become undiggable
Default core should no longer be appearing alongside chosen theme core
It should no longer be impossible to get rid of brimstone
Battle music should no longer play for arena battles
Gold shrines should now once again light up when tagged
Beastmasters are now able to put beasts into the arena once more
Dungeon Core SFX has been readded
Fixed an issue where restarting a level did not reset the mana limit
Fixed an issue where restarting a level did not reset the veins of evil unlocks
All upgraded foundry props should now appear correctly when built
Fixed an issue which caused upgraded Archive props to disappear sometimes when worked on
Infinite gold is now working again in My Little Dungeon
Selling a part of the sanctuary should no longer inappropriately cancel rituals
Fixed a bug which was causing crypt props to disappear when a unit was dropped upon them
Fixed an issue where the Obey VFX and SFX would play when a cultist entered sanctuaries
Fixed an issue related to prospector where wall tiles revealed by undug gold would appear unusual
Fixed the unusual appearance of the beast pen prop preview
Walls will no longer unfortify incorrectly when certain neighbouring tiles are claimed
Enemy owned shrines will no longer be revealed permanently by prospector
Fixed an issue where units would sometimes remain in their death animation after conversion
Statues created by blood money will now correctly award money when dug in multiplayer
Fixed an issue which would cause the game to not respond after attempting to host multiple games quickly
Fixed several issues preventing NAT Punchthrough from working
The “Spawn Underlord Units” tile in My Little Dungeon will now work again
Juggernauts and Wardens will now work foundry props correctly
Helium content of souls reduced, units no longer floating on spirit chamber pedestals... or anywhere else for that matter...
The port test for multiplayer will no longer occasionally crash the game
Corrected worker eyesight, should always drop items off in the correct place rather than two tiles out
Rats are now longer escaping from the prison
Fixed an issue that prevented golden statues created by blood money from being digged
VFX for blood money is playing correctly once again
Dungeon core floor is no longer culled too early if player camera is moving away
Crypt pyre VFX should now correctly disappear after ghouls are spawned
Ghouls are now taught to walk immediately after spawning, should no longer glide for a short time after spawn
Workers can no longer be placed on spirit chamber props
Fixed an issue that prevented wave 2 from starting on the survival level
All hosted games that are correctly port forwarded should now be correctly visible in the multiplayer lobby
Warding totems are no longer able to see over walls
Enrage VFX has been corrected
VFX and SFX should now always play when Prophecy is cast
Units should once again fight in the Arena
Units should no longer flip while fighting in the Arena
Skargs that are fighting should no longer collide more than usual due to their leap
Fixed several issues with art assets on the Mudbox map

Hotfix 1
Resolved an issue that cause units to spontaneously stop fighting

Hotfix 2
Resolved an issue causing AI Underlord in skirmish to not do anything if you restart the level

Hotfix 3
Resolved an issue causing units to sometimes ignore rally flags


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