War for the Overworld Ultimate Edition GOG

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War for the Overworld Ultimate Edition GOG

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War for the Overworld Ultimate Edition

Genre: Strategy - Action - Fantasy
Works on: Windows (XP, Vista, 7, 8, 10)
Languages: Audio and text: English. Text only: 中文, Deutsch, español, français, italiano, polski, русский
Features: single-player - multi-player - achievements - cloud saves - overlay
Released: April 2, 2015
Company: Brightrock Games / Brightrock Games
Size: 3.5 GB
Installer version: v2.1.0f4_(64bit)_(55093)
Included goodies: community map pack + guide + storyline + soundtrack (MP3)
Store page: https://www.gog.com/game/war_for_the_ov ... te_edition

About:
If you desire the absolute incarnation of evil, then look no further than the Ultimate Edition, which
features: base game, Heart of Gold expansion, My Pet Dungeon expansion, The Under Games
expansion, Underlord Edition extras (dungeon theme, soundtrack, lore books).

War for the Overworld
Tired of invading dungeons? It's time you built your own! War for the Overworld is a Dungeon
Management Game that employs your favourite aspects of the RTS and God Game genres. Carve out your
Dungeon and conquer the Overworld!

Underlord Edition Extras
In War for the Overworld, each and every Underlord is their own unique being. A dungeon is a direct
reflection of an Underlord’s presence and individuality. The Underlord Edition includes an extra Dungeon
Theme, game soundtrack, lore book The Dungeoneer’s Guide to the Underworld (English only), and short
story compilation All That Is Gold (English only)!

Heart of Gold Expansion
Heart of Gold is the first narrative expansion to War for the Overworld, which puts you in the role of
the gold-hungry Underlord Kasita. Under the mentorship of the despicably devious Mendechaus (voiced by
Richard Ridings), you’ll sate your thirst for wealth and power in the golden dukedom of Phaestus.

My Pet Dungeon DLC
My Pet Dungeon is the chilled-out management experience in War for the Overworld - an 8-level
campaign voiced by Richard Ridings and focused on exploration and discovery, where the only restriction
is your own devilish fancy.

Crucible DLC
Crucible is the survival game mode in War for the Overworld, pitting you against your evil mentor turned
bloodthirsty invigilator, Mendechaus (Richard Ridings) and his endless onslaught of minions. How long
will you survive? And more importantly, will you top the global leaderboards?

The Under Games is a seven-level campaign tournament set across a variety of game modes. Choose from new Underlords with unique playstyles, then pit them against the rest in a knockout-style competition organised by the bloodthirsty Mendechaus (Richard Ridings). Can you win The Under Games and lead the charge into the War for the Overworld?

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Store page: https://www.gog.com/game/war_for_the_ov ... collection
About: Includes all four seasonal Worker skins: Jack O’Worker (autumn), Santa Worker (winter), Bunny
Worker (spring), Aloha Worker (summer). Slap them in all non-Campaign game modes!

Jack O’Worker
The citizens of Kairos celebrate Halloween by donning costumes and consuming confectionery. But the
best your poor workers can hope for is a new haircut.

Shame then that you do not have a steady scissor hand, eh, Underlord? You’ve only gone and maimed
one of them so severely that to conceal his disfigurement, he must now wear a jack-o’-lantern!... Say hello
to your Jack O’Worker!

Santa Worker
While your minions slumber and drool, stuffed from their Christmas gorges, you are wide awake,
daydreaming of the ultimate gift: the Empire wrapped in the skin of your foes, and tied off with a bow of
their fairest, flowing locks!

Since you’ve been such a good Underlord this year, I have a gift for you: his name is Santa Worker, and he
has no interest in taking a nap! This time of year he has work to do - digging through the permafrost
towards your ultimate victory!

Bunny Worker
Sprouting from his warren like a daffodil, Bunny Worker rises with a ravenous appetite - for chocolate
eggs!

This cocoa connoisseur will burrow deep in search of chocolate. And you know the thing about chocolate
is that it’s brown. And the thing about dirt is that it’s also brown. So keep that nugget dangling on a stick,
and this fervent little fellow will burrow out all your dungeons till next winter!

Aloha Worker
Arriving on the northern shores of the world, you step forth and witness golden sands and turquoise
seas, flush from the heat of Mount Phaestus.

Your Workers haven’t seen the sun in aeons, and while most skulk away from the light and back away
into your dungeon, Aloha Worker is unpacking his suitcase - bucket and spade? Check! Flip-flops? Check!
Hawaiian shirt? Most certainly, check! Though judging by his skin tone, he might have forgotten to pack
the sunscreen...
► System requirements
Minimum system requirements - Windows: 7 / 8 / 10
Processor: Dual Core CPU @ 2.5GHz
Memory: 4 GB RAM
Graphics: Nvidia GT450 series with 512MB RAM or better, ATI 4870HD with 512MB RAM or better
Hard Drive Space: 7 GB
Sound: Speakers or headphones
Mouse Keyboard

Recommended system requirements - Windows: 7 / 8 / 10 (64-bit))
Processor: Quad Core CPU @ 2.5GHz
Memory: 8 GB RAM
Graphics: Nvidia GTX 560 series with 1GB RAM or better, Radeon 8950 HD with 1GB RAM or better
Hard Drive Space: 10 GB
Sound: Speakers or headphones
Mouse Keyboard
Support the software developers. If you like this game, BUY IT!

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Re: War for the Overworld Ultimate Edition GOG

Post by 2xMarcy »

Thanks for the game, Vastyr! It's just me or Crucible DLC is missing?
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Re: War for the Overworld Ultimate Edition GOG

Post by vastyr »

2xMarcy, It's included with main installer. Developer reply/post at GOG forum

edit: I think we all thought the same :D
► bypass gdrive download quota
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Re: War for the Overworld Ultimate Edition GOG

Post by DemonikD »

vastyr
в облаке папка называется War of the Overworld [GOG], а название игры War for the Overworld. :buba:
Спасибо за зеркало :good:
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Re: War for the Overworld Ultimate Edition GOG

Post by vastyr »

DemonikD, Fixed folder name typo.
► bypass gdrive download quota
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Re: War for the Overworld Ultimate Edition GOG

Post by DemonikD »

update please.
last version setup_war_for_the_overworld_64_1.6.2f3_(12850).exe or better f4
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Re: War for the Overworld Ultimate Edition GOG

Post by ADMIN »

► ChangeLog
Patch 2.0.4 (08th August 2018)
Gameplay/Balance Changes
Units
Archon (Titan)
Basic Attack -- Damage decreased from 400 to 350
Exterminate -- Damage decreasesd from 500 to 400
Behemoth (Titan)
Recuperation (Out of combat health regeneration)
Regeneration rate increased from 0.25% to 0.45% of maximum health per second
Relentless (In combat health regeneration)
Regeneration rate increased from 0.025% to 0.045% of maximum health per second
Eternal (Titan)
Time Vortex (Slowing Aura)
Now slows enemies by 50% down from 60%
Visual Improvements
The Evil Arcane theme now has its own worker. Evil dorfs arrive!
Audio Changes
Added Additional Unit VO: -- Democorn -- Sentinel & Stone Knight -- Rat -- Highguard -- Thunderling
Adjusted VO

Chunder

Miscellaneous Improvements
Users on all platforms who were suffering from abnormally high GPU
Utilisation should no longer suffer from this issue
Bug Fixes
Crashes & Show-stoppers
As described in the highlight section a number of graphics related Linux crashes should no longer occur
Levels / Campaigns
Fixed an issue on Level 13 of the War for the Overworld campaign where Arcane Templar’s shields would appear without their texture
Miscellaneous
Fixed some minor warnings

Patch 2.0.3: "Effectively Explored Excavations" & 2.0.3f1 hotfix (17 July 2018)
Underlord AI Changes
Various Build Order tweaks
Audio Changes
Added Additional Unit VO:
Wizard
Inquisitor
Adjusted VO:
Lord of the Land
Localisation & UI
Continued localisation work on the Mighty Script features of the Map Editor
Bug Fixes
Crashes & Gamebreakers
Updated the Coherent GT UI Middleware which may have been the cause of a recurring intermittent crash experienced by some users on Linux:
^ If you are a linux user that was affected by regular crashes please try this latest version and report back to us if the issue was correctly fixed. Otherwise please contact us directly on our Bug Tracker[brightrockgames.userecho.com]
Units
Fixed an issue with Unit Physics which was causing units to overshoot their destinations when not on screen
^ This was the root cause for issues where Workers were being propelled into lava and dying, units stuck in walls, units becoming trapped in Prisons and Arenas and possibly affected unit need fulfillment if the player was not watching
Ember Demons that are defused by the Infernal Urn should no longer explode and deal damage
Constructs
Losing a Mana Vault whilst at Maximum Mana should no longer cause a reduction in permanently available mana.
Visual Fixes
Fixed a visual issue with the Augrum Wall
Map Editor - Mighty Script
Math Operations should now produce the correct outputs for Decimals
Fixed an issue which prevented the “On Templates Spawn” trigger from triggering correctly
Map Editor - UI
Fixed an issue where world object coordinates would always appear as “23, 3” in the Magic Finder List
Levels / Campaigns
Fixed an Issue on Level 13 of the War for the Overworld campaign where one of the Emperor’s miscellaneous voice lines wouldn’t play
Fixed an issue where Artefacts dropped upon the “Road” in Level 2 of the Heart of Gold campaign could not be retrieved by workers
Fixed an issue where it was not possible reset The Under Games campaign progress
Fixed an issue where some VO would not play correctly when claiming an Underhill as Volta or Kasita in Level 5 of the Under Games campaign
Fixed a stack overflow that could occur on Level 3 of the Heart of Gold campaign
Fixed a number of issues with the Golden Statues displayed at the end of the Heart of Gold Campaign
Multiplayer
In-Game chat should once again show up correctly in Multiplayer Matches
UI
Fixed an issue which may have caused the Skirmish menu to not appear correctly for some users on the GOG installer versions

Patch 2.0.2 "Sufficiently Surveyed Surfaces" (29 June 2018)

Gameplay / Balance Changes

Units

Augre

Now slightly less likely to use the Foundry and slightly more likely to use the Garrison Juggernaut

Now slightly less likely to use the Foundry and slightly more likely to use the Garrison Priestess

Updated needs to match the Cutlist Spirit Worker (Permanent)

Movement speed reduced by 10%
Work speed reduced by 25%
These changes do not affect Spirit Workers created by the Spirit Worker potion Wizard

Updated needs to match the Witch Doctor
Spells

Volcanic Bridge

Mana cost reduced from 100 to 50
Underlord AI Changes

Underlord AIs can now make use of the Besiege ritual to attack enemy Dungeons
Sloth focussed AIs will now be able to make use of the Infernal Urn to transform Brimstone into Quartz
The AI can now use Hellfire potions
Added 7 New Build Orders
Adjusted a number of existing Build Orders
The Medium Difficulty AI has received a number of tweaks

Now has the ability to drop units near rally flags

The rate at which it can pick up and drop units has been reduced

The rate at which is is allowed to spend sins has been reduced

It will now be slightly more aggressive
The AI will now trigger Sentinels more intelligently
The Master AI is now able to use defence parts to heal existing defences
The AI will now make more intelligent use of Work-A-Lot potions
When using Overcharge the AI will now wait until its Mana is exhausted
before triggering the ritual
The AI is now able to more accurately predict if it needs to return its forces to defend its Dungeon Core
Further optimised the behaviour of the AI on master difficulty
AIs will now hesitate less whilst attacking and will execute their plans more aggressively if they are confident of victory
Bankrupt AIs now wait longer before selling rooms
Level / Campaign Changes

The Under Games

Underlord Shale

Beast spawn rate reduced from 666% to 444%
Defence gold & mana cost increased from 150% to 200%
Visual Improvements

New Animations

Democorn - Receive Pay

Baby Democorn - Receive Pay

Arcane Chunder - Sanctuary work
Visual Tweaks to the Foundry Floor
Improved the possession view of the Firebreather
Adjusted the viewpoint position of the Behemoth in possession
Localisation & UI

European and Chinese localisations now in game for various text edits that were done for 2.0 and 2.0.1:

Various user-interface text improvements, including tooltips and campaign map names
Pre-2.0 Skirmish maps have had their creators' names added to the end of their descriptions
Fixed various old text style issues such as asterisks being used to show sound effects in subtitles
Lord of the Land unit subtitles (for future use in the Mighty Script Editor) have been tweaked to match chosen audio takes
New Mendechaus voice-over (for future use in the Mighty Script Editor) has had unique text keys added for each unique audio take being used
Miscellaneous Improvements

Debug logs which are generated upon game crashes are now fully GDPR compliant
Bug Fixes

Crashes & Gamebreakers

Fixed a rare issue that prevented some players from opening the Under Games if they had not completed the War for the Overworld campaign
Units

Fixed an issue that would cause units to attempt to walk out of prisons and arenas
Defences

Alchemines should now always load in with their potions after loading a save game
Visual Fixes

Units are now react to the visual height of shrine floors (such as the siege shrine) and can walk on the surface without clipping
AI Fixes

Underlord AI's will no longer ignore the last item in their build order
Fixed an issue where the Underlord AI would not use the Wisdom Juice potion on Vampires
Fixed an issue where the Underlord AI would issue an attack without removing units from it's Peaceband, meaning sometimes attacks were not correctly planned and did not meet AI expectations
Fixed an issue where Workers were not correctly receiving new tasks and thus would revert to older tasks such as nearby reinforce wall tasks over newer claim tile tasks
Fixed an issue where the Underlord AI would be unable to determine an appropriate attack vector on large maps where the enemy is well fortified and defended
Map Editor - General

The Empire Theme selector can now correctly select any theme, even if it is locked
Levels / Campaigns

Fixed an issue where the cutscene which plays after Mandalf is turned to gold in Heart of Gold level 1 could be disrupted if he was mined by workers during the cutscene, preventing the level from ending
Fixed an issue where the VFX on the objective forge on Heart of Gold level 3 would not play correctly
Capturing Pre-Placed rooms in the "Seastead II" skirmish level will now correctly allow units to work in them
Localisation

Fixed an issue where Chinese fonts were not displaying correctly on OS X
UI

Fixed an issue on the Scenario Lobby where the mutators button was not accessible if the map could not be finished
Miscellaneous

Fixed a number of minor issues in the codebase


Patch 2.0.1 (25 June 2018)
Mighty Script Becomes Mightier
Mighty Script has been a hugely ambitious undertaking and has already seen incredible use with hundreds of mappers already getting to grips with the new tools on the Workshop.

We've been taking feedback on Mighty Script from the community on what you'd like to see implemented and there's a handful of really cool features in the new patch as well as some improvements and optimisations to make existing scripts more powerful. Here's a quick summary:

10 New Triggers such as detecting when a spell is cast, a unit imprisoned or when a unit is attacked
2 New conditions including checking if players have a particular success key from the custom campaign features
24 New Actions with new AI commands, Dynamic Party configuration, Dialog Boxes, Tile Flashing or unit customisation actions
Parties are now easier to setup and support additional unit configuration such as setting the speed and scale of the unit
Numbers can now be Decimals as well as Integers
Lists can now contain more types of variables and most values can accept input from variables or actions output to lists
Other flow improvements and optimisations
Various fixes
With all of these improvements Mighty Script has undergone quite a few changes but fear not your previous maps should be completely compatible and rest assured now that Patch 2.0.1 is in your hands and Mighty Script even more expansive we're now looking to get those tutorials to you asap!

Skirmish Smack Chat
We've livened up Skirmish audio with speech from ALL the Underlord opponents! They will now taunt you and react to various events as the battle progresses. You'll hear Oberon gallantly face defeat as his health dwindles; Kasita celebrate her victory by welcoming you into her treasure trove; Korvek proclaim that he is greater than the sum of his parts!

Now Mira can tell you herself that you are nothing but an earthworm to be squashed beneath her metaphysical boot

We got all the original actors back to reprise their roles, and added over 400 new lines of speech! This also includes the trio of Underlords introduced in The Under Games – Shale, Lamash, and Volta!

We hope this feature adds an extra layer of character and charm; but if you do want to turn the voices off you can do so from the Sound Options.

AI Advancements
Stefan, our artificial intelligence wizard, made huge renovations to the Underlord AI for Patch 2.0. But he hasn't stopped there, and has continued to conjure and tinker with the goal of giving you the ultimate challenge. And judging by the feedback from our loyal Foundry tester imps, he may well have succeeded!

AI improvements include:
More entertaining gameplay, and more challenge for highly-skilled players
The AI will play the Sloth tree in the Veins of Evil much more effectively
Significant increase in the number of Aspects the AI can use and more build order variety per personality
Optimised to work with the 2.0.1 balance changes
Substantial AI performance improvements

Patch 2.0: “Untold Depths” (20 April 2018)
Release Notes
Attention due to the impressive size of this patch we’ve yet to complete the full release notes. What follows are the highlights! Please check back in the future for more!

New Expansion: The Under Games
An all-new 7-level campaign

Choose your Underlord and participate in a deadly tournament, set across a series of scenarios that call back to classic Dungeon Management gameplay!
Each of the 4 playable Underlords has a unique playstyle, driven by their powerful traits and exclusive minions and Aspects.
A completely overhauled AI awaits with 5 difficulty levels and a multitude of personalities to put you through your paces.
Conquer arenas with distinctive layouts and a variety of visual themes, including the new blood-soaked Sanguine theme.

3 new Underlords with their own unique unlockable Dungeon Themes.
9 new Aspects expand your Veins of Evil, with new defences, constructs, potions and spells!
New terrain features and shrines await in the Underworld, such as the ultra-hard Quartz and Moongate teleportation shrine.
See this blog post for the full details!
New Game Modes
King of the Underhill

War for the Overworld’s spin on King of the Hill
Several Underhills are present on the map, that can be claimed and unclaimed in the same way that a Shrine can
If you claim an Underhill, it will begin firing powerful projectiles at your opponent’s core every 5 seconds
If an enemy also claims an Underhill, they will cancel eachother out
You need to be in possession of more Underhills than your opponent in order for any of them to fire at the enemy Dungeon Core
Dungeon Cores can sustain a total of 300 hits before being destroyed
Dungeon Cores cannot be attacked any other way
This focuses the action around the Underhills over an extended period of time, rather than forcing players into one single battle to end the match
The recommended number of Underhills on a map is 3
King of the Underhill only supports 2 teams (1v1, 2v2, 2v1 or 3v1), FFA doesn’t work
Core Shards

Each Underlord is in possession of one or more Core Shards
These Core Shards represent – you guessed it – shards of their Core!
In order to defeat an Underlord, all of their Core Shards must be destroyed
Dungeon Cores cannot be attacked directly – this forces players to attack and defend multiple locations simultaneously
Core Shards supports any number of players in any team combination
If two players are teamed up, their Core Shards are pooled and they live and die together
Revamped AI
The AI has been completely rebuild from the ground up
It now supports using every type of aspect, including Defences, Constructs, RItuals, Potions and Spells
Several new personalities have been added (see below)
Big thanks to Kieron Baxter-Cockbill & Jannes “Crythor” Jaudszims of our volunteer QA team for helping us make the AI as deadly as possible!
Personalities

Ravager

Used by Shale and Rhaskos
Guardian

Used by Volta and Marcus
Gold-Digger

Used by Kasita
Undertaker

Used by Lamash and Draven
Steamroller
Favours stacking to himself and building up a large force before cruising across the map and destroying anything in its path
Used by Korvek
Underlord
As vanilla as can be – favours all aspects equally
Used by Oberon
Assassin
An extra-intelligent and terrifying flavour of AI designed by some of the best WFTO players in the world – good luck!
Used by Zeam
The Map Editor
MightyScript

It’s simply not possible to communicate this fully with patch notes, so go and read this blog post instead!
Big thanks to Thomas “Fluffiest” Parfrey, George ” Sliche” Smith and Simon Evo from our volunteer QA team
Bug Fixes
Too numerous to count, but we would like to give an extra-special thanks to Philipp “Fireeye” Giese, Andrew “Nutter” Jagger, Aaron “Swizzle” Walker, Jared “Antking” Croslin and Klaus “Biervampir” Ringhofer from our volunteer QA team
Aesthetic Improvements
Over 100 New Animations

Tons and tons of animations have been added to almost every unit in order to better telegraph their abilities in combat and
Units now bend down and pick up their gold
Units now pick up the Micro Piglet before ripping it apart
Micro Piglets can now backflip and roll in the mud
Many units now have additional combat animations that better link with the abilities effect
Overhauled VFX

Many instances of overly-bright VFX have been reduced
Combat VFX have been reworked, VFX for stun, burn, lava-burn and slow have been added.
VFX for abilities have been reworked to better fit with their animations
Overhauled Materials & Shaders

Applied cubemaps to some metal flourishes to improve metallic look
Changes to unit lighting so that they are more visible
Fixed some corrupted materials (e.g Lord O Theland) to cleanup their look
New & Updated Systems
Sacrifices

After unlocking the Sanctuary, you will now gain access to a new ‘Sacrifice’ ritual
Activating the ritual will allow you to drop 3 units onto the altar
After doing so, the ritual will complete and you will be rewarded with a prize!
There are a number of recipes, but any combination that does not match a recipe will reward some gold
Moongates

Moongates allow units to instantly travel from one part of a map to another
Comes in two forms: a Construct and a Shrine, which both link up and behave in the exact same way
Units will automatically use Moongates if they are the fastest (or only) route, no need for the player to interact
Banshees

Banshees are a new type of unit with unique behaviour
Banshees automatically seek out the closest enemy objective (primarily cores, secondarily inhibitors, etc) and path to it (shielded targets are always lower priority than non-shielded)
Once it reaches its target or cannot get any closer to its target, it will explode, dealing a large amount of damage to anything nearby, including walls and friendly targets
Damage is reduced against units
Damage scales with the amount of remaining health the Banshee has
Banshees cannot be picked up, healed, possessed, etc
Slapping will detonate them early
Used by the Empowered Banshee (Empowered Banshee Spell) and Banshee (Reanimation potion, Nether Shrine)
Mana

You are now able to increase your total mana to a total of 2000 (up from 1500)
Mana can now be gained from:
Earning Sins
Artefacts of Mana
Mana Shrine (which has been revised – see below)
Mana Vaults (new Construct)
Mana from the Mana Shrine and the Mana Vault is ‘unstable mana’
‘Unstable mana’ is mana that it is possible to lose (eg: if your Mana Vault is destroyed)
The main campaign and Heart of Gold are still limited to 1500 mana
The Kenos now increases your mana pool to 2000 (in levels 12 & 13)
Veins of Evil

Several new aspects from The Under Games have been added
Some potions in the centre have swapped places
Annex has moved from Wrath to Sloth
Augrum Wall and Rampart have swapped places
Titans now cost 5 Sins to summon, rather than 3
See the image below for the new layout – the changes are highlighted
Work Experience

Units now gain XP when working in most rooms
The XP gained is equivalent to 17.5% of that gained in the Barracks, and will scale down as units level up in the same way that the Barracks does
Remastered Campaign
Highlights

The ending has been completely remade and now featured a brand new cinematic cutscene
The endings of levels 5 & 7 have also been updated to feature smaller cinematic cutscenes
Level 12 has been completely rebuilt to be significantly less infuriating
New terrain themes have been added throughout the campaign
Tutorialisation has been significantly improved throughout the first few levels
Unit intro sequences have been improved to feature the new unit entry animations
Level 1: Awakening

Now uses the new Onyx terrain theme
Minor changes to the tutorialisation
Added a new Gnarling introduction
Level 2: Welcome to Kairos

Removed Empire Barracks to prevent the Templars getting to a high level before the player encounters them
Added new bonus objectives to teach Worker Rally, Peaceband and Sell
Removed the Prophecy tutorial (as it’s also introduced in level 3)
The ‘expand your rooms’ optional objective now requires the player to build at least a 5×5 Archive and 5×5 Barracks to complete
Other minor change to tutorialisation
Added a new Cultist introduction
Replacement Earth is now available (tutorialisation does not happen until Level 4)
Level 3: The Breach

Significant revisions to the tutorialisation sequences and of the level
Added a new Chunder introduction
The speed run achievement (Portal Gems) now awards for beating the level in under 19 minutes, rather than 15
Replacement Earth is now available (tutorialisation does not happen until Level 4)
Level 4: Shades of Grey

Added a new bonus objective to teach Beast Rally
Swapped one of Marcus’ Gateways to a Manufacturing Shrine in order to reduce the total number of units that spawn in his dungeon
Replaced the Warding Totem tutorial & introduction with a Conduit tutorial & introduction
Level 5: The Rear Guard

Now uses the Snowy terrain theme
Added a brand new cinematic cutscene to the end of the level
Added new bonus objectives to teach Warbands, Potions and Defences
Ritual progress is now displayed on the UI
Rhaskos’ Sanctuary has a slightly modified layout and now begins the level with fortified walls
Added a new Crackpot introduction
The speed run achievement (Short Joke) now awards for beating the level in under 25 minutes, rather than 23
Level 6: Behind Enemy Lines

Now uses the new Sanguine terrain theme
Replaced the Mana Shrine with an Incantation Shrine
Increased starting gold from 10000 to 16000
The speed run achievement (Prison Architect) now awards for beating the level in under 30 minutes, rather than 28
Level 7: Heart Attack

Now uses the new Sanguine terrain theme
Added a brand new cinematic cutscene to the end of the level
Added a new art asset for The Aum
The ‘Heart Attack’ achievement for finishing the level with Rhaskos’ Core on less than 25% has now been changed to instead award when you convert 50 Empire units in the Torture Chamber
Level 8: Desecration

Modified the distribution of enemies to make the difficulty more consistent
Prophecy is now banned, but all points of interest are permanently revealed
Level 9: Belmorne’s Pass

Now uses the Snowy terrain theme
Replaced the Mana Shrine with an Incantation Shrine
Level 10: The Kenos

Now uses the Snowy terrain theme
Added a new art asset for The Kenos
Significantly updated the in-level ending sequence
Mira is now cyan to match her appearance in The Under Games
Replaced the Mana Shrine with an Incantation Shrine
Level 11: Desperate Power

Now uses the new Onyx terrain theme
Mira is now cyan to match her appearance in The Under Games
Replaced the Mana Shrine with an Incantation Shrine
Level 12: Welcome to Kairos

Now uses the Snowy terrain theme
Completely rebuilt from the ground up
The player now has significantly more space between them and the enemy Underlords
Added a new art asset for The Kenos
Updated the effects of being attuned to the Kenos
Causes the player to be an incredibly nostalgic shade of red
No longer grants passive gold generation
Increases maximum mana from 1500 to 2000
Level 13: Equilibrium

Revised the ending sequence and added a brand new cinematic cutscene
Added a new art asset for The Kenos
Added a new art asset for the Aum, which now follows Emperor Lucius around
Emperor Lucius is generally more badass
Updated the effects of being attuned to the Kenos
See above
Oberon’s Home Realm

Now uses the new Onyx terrain theme
Heart of Gold & My Pet Dungeon

Replaced the Mana Shrine on level 1 of Heart of Gold with an Incantation Shrine
Replaced most Mana Shrines present in My Pet Dungeon with Incantation Shrines
New Aspects, Units & Shrines
Conduit

Construct, Wrath
Replaces the Warding Totem
Significantly increases the work speed of friendly workers in a 5 tile radius
Provides vision in a 5 tile radius – even over walls
Locks 15 mana
Costs 350 gold, very quick summoning time
Moongate

Construct, Wrath
Links to other Moongates you own, allowing your units to teleport across the map
Costs 10,000 gold, long summoning time
Locks 25 mana
Mana Vault

Construct, Center
Provides an additional 100 mana, up to a cap of 2,000
Costs 10,000 gold, long summoning time
Shackle

Spell, Wrath
Disables an enemy defence or construct, prevent it from activating and attacking
Locks 100 mana, lasts for 10 seconds
Defence or construct hit by Shackle are then immune to Shackle for 30 seconds
Infernal Urn

Defence, Sloth
Breathes fire on nearby enemies dealing a small amount of damage over time
When activated, destroys the Infernal Urn and absorbs any explosive energy in the nearby area
Ember Demons are banished back to their rifts
Underminers are immediately disabled and sold
Brimstone is converted into Quartz (this is a chain reaction, like blowing it up, and will convert the whole patch)
If this reaction hits Obsidian, it will convert the Obsidian into Sand (this is also a chain reaction)
1500 gold, 2 defence parts, locks 10 mana
Storm Vortex

Defence, Sloth
Two modes: Lightning and Vortex, click to toggle between them
Lightning mode: Shoots lightning bolts at enemies, dealing heavy damage and stunning them
Vortex mode: Shoots vortex beams at enemies, instantly teleporting them back to their dungeon core (same behaviour as recall)
This damages the Storm Vortex for every enemy teleported, the amount of damage taken is equivalent to the strength of the target
Workers are free to send home
Targets the enemy closest to it
It’s possible for the Storm Vortex to destroy itself
Costs 7500 gold, 5 defence parts, 30 locked mana
Empowered Banshee

Spell / Unit, Wrath
Summons an Empowered Banshee
10 second summon time during which the Empowered Banshee cannot move or explode, but can still be attacked and killed
Locks 150 mana until the Empowered Banshee dies or explodes
Reanimation

Potion, Wrath
Converts any of the following sources into Banshees:
Prisoners
Dead or KO units on the ground (of any faction)
Souls in Crypt props
Souls in a Well of Souls
Banshees behave identically to Empowered Banshees, but are far less powerful and do not lock mana
Costs 3500 gold
Thunderling

Potion / Unit, Center
Summons a powerful Thunderling for you to command
Also deals damage and stuns enemies in the area when dropped
Can overlock mana when used
Costs 7500 gold, locks 200 mana while the Thunderling is alive
Alchemine

Defence, Sloth
Allows you to drop a potion, turning it into a mine
Will detonate the potion when an enemy gets near
Right click to immediately detonate, left click to pick up potion
Costs 2500 gold, 3 parts, does not lock mana
Sacrifice

Ritual, Automatic Unlock
See notes at the top
Core Door

Defence, Editor Only
This is a special door that can only be placed when creating maps to section off certain parts of the map for specific factions
It allows the owners units to pass through
It cannot be attacked, sold, destroyed, locked, or interacted with in any way
Nether Shrine

Periodically spawns Banshees for the owner
Spawns 1 Banshee every 5 seconds, up to a maximum of 3 total Banshees at any one time
Banshees respawn at the Nether Shrine when they explode or are killed
Mana Shrine / Incantation Shrine

The mana shrine now has a new mechanic:
Grants 250 additional maximum mana for as long as you own it
The old Mana Shrine mechanic (spell cost reduction) has now been given to the new Incantation Shrine
Wizard

Empire Unit
The Wizard is the new Empire counterpart for the Witch Doctor
He works in the Spirit Chamber and the Archive
Rebalanced Systems
Dungeon Core

Health regeneration reduced from 140/second to 50/second
Health regeneration delay (after last instance of damage) increased from 5 seconds to 15 seconds
Defences

Out-of-combat regeneration reduced from 7.5%/second to 1%/second
Out-of-combat regeneration now starts after 15s, rather than 10s
Doors no longer grant XP to enemies when attacked
Doors now act as fortified walls for the purposes of calculating room efficiency
Research

Speed modifier in Skirmish & multiplayer reduced from 65% to 50%
Speed modifier in My Pet Dungeon reduced from 50% to 40%
This is to offset the research speed increased gained by Cultists that now level up whilst researching
Unit Vision

Unit vision has been standardized
Long range units now have a vision radius of 7 tiles:
Oculus (and boss variants)
Huntress (and boss variants)
Short range units have a vision radius of 3 tiles
Ghoul
Disciple
Revenant
Workers has a vision radius of 4 tiles
Food has a vision radius of 0 tiles
All other units have a vision radius of 5 tiles
Updated Aspects, Units & Shrines
Workers

Friendly fortified walls are now mined as quickly as unfortified walls
Arena

Removed the flat XP penalty from training in the Arena
Added a scaling XP penalty that increases with level, ramping up to -40% at level 9
XP for non-Beast units now matches that of Beast units (however, non-Beast units still need to be manually dropped into the arena)
Barracks

Reduced training speed by 33%
Reduced the intensity of the XP penalty at higher levels (now -80% at level 9 instead of -90%)
Warding Totem

Scrapped, replaced with ‘Conduit’
Wooden Door

Gold cost reduced from 1000 to 500
Health reduced from 3500 to 1500
Bone Chiller

Passive slow increased from 55% to 60%
Passive slow no longer stacks
Passive and active range increased from 3 to 3.5 tiles
Active ability no longer deals damage
Active stun increased from 2s to 4s
Active ability now halves all damage from targets for the duration
Mana cost increased from 10 to 15
Part cost increased from 3 to 4
Augrum Wall

Now activates automatically (instead of needing to be clicked)
Unpacking time reduced from 15s to 5s
Gold cost reduced from 3500 to 500
Part cost reduced from 5 to 2
Health (of the box) increased from 100 to 1000
Replacement Earth

Gold cost reduced from 350 to 150
Summoning time increased by 50%
Bombard

Part cost increased from 2 to 3
Armageddon

Damage keeps firing for 60 seconds, giving a solid window for attack
Reduced summoning time by 15%
Haste

Now also slows down enemy units the exact same amount that it speeds up friendly units
Hellfire

No longer stuns units
Unit damage increased from 100 to 650
Transmutation

Now creates a zone of transmutation when dropped, which deals damage over time for 5 seconds and converts any dead or KO units into golden statues
Also deals bonus damage to Sentinels and the Colossus
Garrison

Damage reduction for walls reduced from 50% to 35%
Ember Rift / Ember Demon

Ember Demon health reduced from 2250 to 1600
Ember Spirit (death explosion) damage reduced by 25%
Ember Demon mana lock reduced from 75 to 60
Wormhole

Now creates a wormhole that lasts for 5 seconds, continuing to teleport units to your core for the entire duration
Core explosion radius reduced by about 1/3rd
Quick-Freeze

No longer leaves a patch of ice on the ground that prevents Quick-Freeze being used again in the same location
Gold Shrine

Mining speed increased by 50%
Portcullis

Part cost reduced from 3 to 2
Midas Door

Part cost reduced from 4 to 3
Glacial Door

Part cost reduced from 5 to 4
Prophecy

Reduced mana cost from 200 to 175
Blood Money

Reduced mana cost from 100 to 50
Spirit Workers (Potion)

Gold cost increased from 750 to 1500
Succubus

Health increased from 1400 to 1650
Basic attack damage increased from 70 to 95
Soul Fracture damage decreased from 15% to 10%
Soul Fracture cooldown reduced from 30 seconds to 5 seconds
Now heals for 100% of a target’s health upon killing them (up from 50%)
Gnarling

Health reduced from 1100 to 1050
Basic attack damage reduced from 110 to 100
Cleave damage reduced from 100 to 90
Necromancer

In-combat summon ability now summons a Revenant (Archon version) instead of a Wraith (Uprising ritual version)
Ghoul (Necromancer)

Basic attack increased from 55 to 90
Disciple (Matriarch)

Basic attack increased from 55 to 90
Augre

Speed increased from 4 to 5 (same as a Chunder)
Basic attack damage reduced from 160 to 140
Ground slam damage reduced from 160 to 140
Behemoth

Immolation (flame aura) has been adjusted to do a constant 75 damage per second, rather than increasing damage the longer an enemy is near the Behemoth
Basic Attack damage reduced from 350 to 250
Basic Attack cooldown increased from 2s to 3.5s
Flame Breath damage increased from 300 to 400
Flame Breath cooldown increased from 8s to 9s
Rampant Charge damage reduced from 300 to 100
Passive healing reduced by 2/3rds
These changes are focused around maintaining the Behemoth’s strengths against large groups of weaker units whilst making it less imposing in one-on-one combat
Colossus

Is now able to work in the Barracks
Witch Doctor

Base heal increased from 40 to 100
Base heal cooldown increased from 2.4s to 3s
Skarg

Increased health from 1200 to 1300
Increased basic attack damage from 100 to 105
Oculus

Petrify stun duration increased from 2s to 4s
Basic attack damage reduced from 85 to 60
Basic attack cooldown reduces from 3s to 2.5s
Bafu

Basic attack damage decreased from 125 to 95
Screech cooldown reduced from 20s to 15s
Shadow

Nightmare stun duration increased from 2s to 3s
Bonus damage when leaving stealth increased from 75 to 140
Work-A-Lot Potion

Unit efficiency reduced from 300% to 250%
Bombard

Health reduced from 2000 to 1750
Archon

Reduced self-healing by 33%
Gild

Healing to gold units increased from 500 to 1500
Sentinel

Now generally less grumpy and should be easier to keep happy
Frost Weaver

Potion cost reduced from 3500 to 2000
Basic attack damage increased from 175 to 225
Movement speed increased by 25% (it’s now at an average speed)
Inquisitor

Health increased from 1000 to 1500
Wraith (Uprising Ritual)

Reduced health decay per second from 5 to 3
Basic attack damage increased from 35 to 55
Restless Spirit (Vampire Pet)

Duration of summoned Restless Spirits increased to 60 seconds (if not damaged)
Apocalypse (Crucible Lifeline)

Points are no longer gained by killing units with Apocalypse
Screecher (Crucible / My Pet Dungeon minion)

Basic attack damage reduced from 250 to 200
Shambler (Crucible / My Pet Dungeon minion)

Basic attack damage reduced from 200 to 125
Basic attack cooldown increased from 2s to 2.25s
Now able to level up
Now able to use the Barracks
Restless Spirit (Crucible / My Pet Dungeon minion)

Basic attack damage reduced from 100 to 150
Basic attack cooldown increased from 1.5s to 1.75s
Now able to level up
Now able to use the Barracks
Terror (Crucible / My Pet Dungeon minion)

Basic attack damage reduced from 250 to 185
Health reduced from 2500 to 1900
Molten Skarg (Crucible / My Pet Dungeon minion)

Basic attack damage increased from 105 to 115
Basic attack now burns target for 5 seconds
Can now walk through lava
Chilli Chunder (Crucible / My Pet Dungeon minion)

Can now walk through lava
Basic attack cooldown reduced from 5s to 2.5s
Headbutt cooldown reduced from 15s to 5s

Patch 1.6.66f2 (6 December 2017)
Bug Fixes
Lifted the Matriarch and huntress from beneath the floor, hiding will do her no good!
Corrected idle animation jitter on the Priestess
Impenetrable blocks which suddenly appeared in inaccurate locations have been removed
Gave the dwarf bosses a lick of paint to brighten them up
Arcane Templars no longer fly, much to their dismay
Improvements to the Democorn and Priestess jitter
Clipping corrections for the Chunder
Huntress minibow corupted texture corrected

Patch 1.6.66f1 (6 December 2017)
Our development imps have been hard at work for the past week addressing some issues you highlighted to us in the latest patch. As always we’ve looked to resolve any reports as efficiently and speedily as possible, and we’re always looking for more. Never ones to cease our constructive efforts though, there are a few minor improvements sprinkled on top of this hotfix too.

Gameplay
Volcanic Bridge spell can now be cast on Blood tiles
When you sell a defence or construct on a Stone Bridge it will no longer also sell the bridge
Removed push forces caused by livestock and Ghouls, meaning they can no longer push other units, but can be pushed themselves

Visual Changes
Reduced the saturation on the instruction arrow, making it a little less obnoxious
Small visual changes to the Spirit Chamber
Some corrections to the possession view of units based off the “Lord O’theland” model

Text Updates
Updated Juggernaut name to make it more appropriate in Simplified and Traditional Chinese
Updated mutator tooltips to give more information about disabling Fortified Walls, and disabling the ability to dig them out (all languages)
Fixed a few typos

Miscellaneous
Updated Unity Engine to 5.4.6f3 from 5.4.5p5 yielding a few minor improvements
Please note that game engine updates are complicated affairs and can cause unexpected issues. This is only a minor leap and we believe we caught every issue, but please don’t hesitate to report anything that seems out of place.
Added secret holiday cheer!
Removed some unused audio.

Bug Fixes
Sacred Earth will now display the correct gold texture in the icy terrain theme
Fixed an issue where prisoner AI would continue to search for a bed to make in the Lair, which they could not reach, causing performance issues when a player had many prisoners
Icy terrain theme should now load more consistently
Empire Workers should now only play Empire audio
Fixed a number of issues with the Ember Rift textures
Unit animations should now slide slightly less when the animation displays them as stationary

Patch 1.6.66 (20 November 2017)
European Languages Return!
As announced in our previous post, and in today’s announcement, we’re proud to reveal that the discontinued European languages are now updated and back in the game, and we’ll be continuing their support into the future! We welcome your feedback! Updated previously deprecated European Languages to include all the game’s text updates since Patch 1.0.1:
Spanish
Italian
Polish
Russian
Added subtitles in various pre-rendered cinematics throughout the game for the above languages

Gameplay Changes
Units
Spirit
Can no longer pass through Possession Doors
Spirit Worker
Can no longer pass through Possession Doors
Constructs
Constructs may no longer be placed inside shrines or Dungeon Cores
Rituals
Assembly
Now has an effect if used twice on the same defence.

AI Improvements
Workers will no longer attack anything except rival Workers, regardless of how high their chances are to win. This is to keep them on task when working near low-threat objects such as doors.

Mutator Changes
Extra Workers granted by increasing the default minimum Worker amount no longer grant mana when sacrificed in the Dungeon Core
Undiggable walls can no longer be tagged
Wall tooltips will now update to correctly reflect if undiggable walls is enabled

Performance Optimisations
Improved the performance of Worker scouting behaviour
Optimised unit behaviour to significantly reduce “garbage” created on unit spawn

Game Text Updates
Clarified the mutator behaviour on tooltips for disabling Fortified Walls, and disabling the ability to dig them out, in relation to certain Aspects (prompted by a user forum issue)

Visual Changes
Small improvements to Slaughterpen lights
Increased brightness of Slaughterpen slightly

Miscellaneous
Gold Piles will now be placed up to 17 tiles from where they are dropped in the Vault, rather than 5
Achievements for My Pet Dungeon unlockable themes are now listed in level order on the unlocks screen

Bug Fixes
General
Fixed an issue that allowed units to teleport into walls/map border

Gameplay
When a Dungeon Core is claimed, the gold it held now correctly enters the new owner’s Vaults
The Garrison buff will no longer incorrectly stack for multiple activated props
Aureate Monoliths now correctly update the minimap after use
Removed Last Stand from Templar abilities list as the ability had been disabled for some time
Levels
Fixed an incorrectly rotated “corridor” on My Pet Dungeon level Ponygrasp
Visuals
Highlight effect on the Dwarven Dungeon Core should no longer present with visual artifacting
Garrison prop range corrected, now more representative of actual range
Corrected a minor clipping VFX in the Spirit Chamber

Audio
Removed duplicate line from War for the Overworld Level 3
Fixed some errors caused by missing audio on War for the Overworld Level 3
Arcane Chunder now correctly uses the Chunder voice
The Arcanist boss should now correctly play her post sleep voice-over
Necromancer, Gnarling, and Chunder all now issue battle cries when in the Arena
Gave Duke and Duchess missing voice-over from their base unit
Vampire now correctly plays his eating voice-over when in the Tavern

Multiplayer
Fixed missing VFX and SFX for Lightning and Shockwave spells for clients
Fixed missing animation and effects on Bombards for clients

Text
Made "fortified wall" a proper noun on tooltips for Siege Shrine, Underminer, and Augrum Wall (consistency issue)
Fixed a tooltip typo for the Ember Demon Rally Flag
Fixed the time limit on the War for the Overworld Level 5 timed achievement, so that it now correctly reads 23 minutes, not 18 (in Simplified and Traditional Chinese)


Patch 1.6.5 (20 October 2017)
Gameplay Changes

General
It is now vastly easier to grab gold piles from vaults

Units

Cultist
Toned down the Cultist debuff stacking effect which previously allowed a stack of three cultists to one shot a level 10 unit

Spells
Blood Money
Gold Statues can now be claimed
On Neutral ground will remain with their previous owner
When the tile below them is claimed the statue will become owned by the new tile’s owner
Gold Statues can be dropped on allied tiles to transfer ownership

Audio Changes
New Audio setting “Unit Voice Volume” added, separating it from the primary SFX slider

Visual Changes
Units dropped into Tavern Spitroast now fall in and play and SFX while being mulched
The Dungeon Core in the menu scene plays now a pulsating VFX as intended
Made some improvements to the Foundry textures

Map Editor Changes
The “Paint Gold” tool in map editor now places gold piles on ground tiles, in addition to vaults or wall blocks
Vaults in map editor which have had gold added (via “Paint Gold”) no longer spawn loose gold piles when removed
“Paint Gold” can remove gold from vaults and tiles

Level Changes

My Pet Dungeon
The MPD Tutorial video now has Spanish, Italian, Russian and Polish subtitles

Miscellaneous Improvements
Several improvements to game text
Removed some walls in the Main menu to reduce clipping on camera transitions
Removed unnecessary logs which could eventually cause the game to slow down

Bug Fixes

Crashes
Fixed an issue with a GOG Library causing an loading error which prevented some users from starting the game, becoming stuck on the loading screen

SFX
Fixed an issue where the Oculus slimy SFX continued playing even if it has been killed (until fully rotten) or transformed into a golden statue

Levels
Fixed an issue that made a loaded skirmish map incompletable when it was saved a split second before the win condition was met

Rooms
Fixed an issue that made Garrison duplicate its buff on blocks in range each time it was reactivated
Fixed an issue where the Beast Den would never be upgraded if a non-upgraded Beast Den was removed before upgrading
Fixed an issue where the Garrisons active state ring would not show after saving and loading
Fixed an issue which would made prisons with a certain non rectangular diagonal layout (stair like) spawn rats into the map origin (location 0,0,0) rather than into the prison, after many months of listening to walls and yelling “They’re in the frakin ship!”

Units
Fixed an issue where units would not be removed from minimap when not killed by a normal attack (eg. tortured)
Fixed an issue where dropped units never have shields again if "Always show" is selected for shields in the options menu
Fixed an issue which caused log spam when a flying unit was fleeing too low over chasm, probably causing the game to lag for a moment

Map Editor
Fixed map editor placed doors were logically closed but visually open when they were set to open and “Disable AI Control” was selected
Environment
Fixed an issue which made artefacts not disappear from the artefact panel after being used when they were already present in a save game

Misc
Fixed an issue where the menu scene would not transition to the correct part of the menu dungeon after the Load button was clicked

-----------------------------------------------------------

Patch 1.6.4 (OCTOBER 2017)

Darkest Greetings Underlord,
As part of the unleashing the huge undertaking of supporting an entirely new language we’ve developed a large number of fixes and improvements to your game! Want to know more about the aforementioned language? Read here! Otherwise, read on for all the awesome changes that have come in Patch 1.6.4!

Chinese Language Support
As of today War for the Overworld is now available in Traditional and Simplified Chinese, you can read our full announcement here

Special Worker Skin – Dragon Worker
To celebrate the Chinese release we’ve unleashed a special worker skin upon the world.

The Dragon Worker has a very special unlock condition, upon logging into the game between now and Chinese New Year (In February) you will be treated to a special achievement and find the new worker already available in game.
Should you miss this window it will be available again every Chinese New Year!

New Maps
Once again we’re introducing a number of new maps all loving crafted by our excellent team of volunteer QA members. As always a huge thank you to them for their time and efforts, be sure to give them a pat on the back if you see them.

Localisation & Community Translations
Cutscenes now showing subtitles on all cinematics
Improved reliability of game loading into the correct language

Performance Optimisations
We’ve implemented a number of significant performance optimisations which should greatly enhance game experience, especially on lower end GPUs. We’re really pleased with these improvements and of course we’ll continue to keep seeking opportunities to further improve the performance of the game.
Numerous Performance Optimisations with up to 25% increased FPS and reduced stutter:
Implemented a new deferred renderer
Optimised Unit Shields
Improved Minimap Performance
Refactored a number of older scripts for to improve performance in newer Unity versions
Improved Animations to reduce memory & rendering load
Improved Floating Emoticon performance
Optimised dynamic battle music performance
General pathfinding performance improvements
Huge vaults now build and destroy much faster

Sound Changes
Vastly improved battle music system to improve reactivity in combat
Sound Effects volume slider now affects more sounds
Spirits now play an appropriate death sound
Added an attack sound to the Archon
Improved Audio Levels during cutscenes

Visual Changes
Piggy Projectiles in the tavern are now appropriately flambeed
Improved image quality of Floating Emoticons and Unit Shields
Improved Animations when units eat piglets in the Slaughterpen
Added a new Kasita Hand and Pickaxe
Improved Cutscene Quality
Added Warden Work Animation
Added VFX on Juggernaut Work
Traing dummys in the Barracks are now more reactive to hits
Improved menu transitions
Improved visuals on the Wormhole potion
Brightened the Walls, Floor and Tiles of the Mira theme to bring them in line with the rest of the theme
Improved Alchemy Lab lights
Updated the main menu
Chunders now play work animation
Skarg plays sleep animation
Fixed brightness of the campaign map
Realigned torture chamber vfx

Multiplayer Changes
The minimum character limit for creating a lobby in Multiplayer has been reduced to 1

Level Changes
Lockshackle (My Pet Dungeon)
Beasts will no longer become angry on this level
Skirmish Maps
Styx
Replaced Artefacts of Greater Sin with Artefacts of Sin
SeasteadII:
Added extra outer defenses for the Empire
Changed inner water areas to use Empire Water tileset
Changed Wooden Bridges to Empire Granite Bridges
Changed Artefacts of Greater Sin back to Artefacts of Sin (unintended change)
Set Destroyable setting of Empire Gateways to True so they can no longer be captured.
Populace updated:
Moved the Core of all players closer to the middle of the continent, distance between players is now equal
Fortified path between players with Augrum Walls
StarDust
Tweaked central area, now with more building space and gold!

Miscellaneous Improvements
Upgraded to Unity 5.4.5p5
Updated game credits
Tutorial videos are now played from a local file rather than streamed
Port Forwarding Advice link now takes players to the updated Userecho Article
Clicking on the Port Forwarding Advice link will no longer revert the player to the main menu upon return
Gold Statues can now be dropped on allied ground and thus transferred into an Ally’s control

Bug Fixes
Crashes
Possessing a Piglet that gets placed into an Oven will no longer soft lock the game
Fixed an issue that could cause the game to seize on startup, this only affects the GOG version

UI
Double clicking buttons on the main menu will no longer cause them to disappear

SFX
Fixed an issue which prevented dynamic battle music from playing

Levels
An Empire owned tile will no longer appear next to the player’s Dungeon Core on Lagoon (Sandbox)
Ghouls now correctly follow necromancers on Snowhope (MPD)
Rhaskos’ Dungoen on Hell’s Deep (MPD) is now correctly revealed by Revelation
Optional Objective on Hell’s Deep (MPD) now correctly required Rhaskos to be defeated to complete
Home Realm can no longer be restarted as intended
Incorrect number of Democorns will no longer be present after reloading Ponygrasp (MPD)
Volcanic Bridges on Lavafall and Caldera now correctly have lava beneath them instead of Water
Reported Map Size should be consistent in all menus now
Fixed an exploit which allowed access to locked MPD levels without owning the DLC
Fixed map editor placed beast den for a single faction showing black incorrect tooltips

Rooms
Fixed an issue wherre Garrisons in range of a Posession door never activated
Fixed an issue that resulted in defences being buffed multiple times by a garrison
Prevented tavern getting stuck when a table was deleted.
Tavern table now has correct amount of need satisfiers
Fixed an issue where Inhibitor’s would no longer be owned by the Empire if the Empire player had a Dungeon Core that was destroyed

Spells
You can no longer cast a number of Warband associated abilities (Such as Add to Warband or Peaceband) on the Warband icons. Preventing such things as accidentally adding all units to the Peaceband

Units
Added handling of units in walls on map load that got there from saving under extreme lag conditions
Fixed workers refusing to mine golden rats and piggies
Fixed up the frostweaver animsation and prevented the passive ability triggering the hit animation
When you mine Walls as a possessed worker, your workers will now correctly claim the tiles
Fixed an issue that prevented workers from collecting gold/defence parts
Neutral Vampires should no longer die in Prisons

Mutators
Titan Sin Summoning cost increase now also increases the excess Sin Cap to allow late-game summoning after all aspects are researched

Environment
Prevented Siege shrine effect persisting after level change

Multiplayer
Alchemy Artefact now correctly works for clients
Improved Forge spell reliability in MP for clients
Fixed an issue that caused some defences and constructs to never build in MP
Fixed Unit mood constantly showing as “Content” for clients

Visual Fixes
Fixed the orientation on the Temple Guard’s shield
Corrected an issue that caused some parts of the Archons neck to be split
Evil Arcane Portcullis is no longer incorrectly rotated
Fixed a number of broken team colour instances on Theme ceilings
Possession door projector added
Fixed rotated tile in mira theme water
Fixed founders theme core floating
Fixed projector wall not being the right size when building aureate monolith
Removed red tiles in Empire Sanctuary
Ally & Enemy Titan canceled icon improvements
Fixed golden statues returning to their original after save & load
Fixed Canceling selection of a min. 3×3 room leaves a blue mark in prop place
Prevented an issue which could cause the menu to animate off of the screen
Adjusted team colouring for Dwarf floor tile

Misc
Numerous Text & Translation fixes

Cheers,
– Brightrock Games Team

----------------------------------

Patch 1.6.2f4 Hotfixes - Jun 30th

- Improvements to the GOG Leaderboards for Crucible, should now display more consistently.
- Fixed a material on the Bafu projectile that became corrupt in a build
- Small typo correction in the overwrite message for save games
- Fixed a broken defuse on the Behemoth which would cause him to pop out of existence instead of fading upon death
- Playing the game with the official Russian translation will no longer crash the Crucible
- Fixed an issue where Skirmish achievements would not be awarded if the name of the AI was translated
- Clients in Multiplayer should once again be able to toggle defense states
- Fixed incorrect rotation on the siege doors in Level 13
- Increased the height of the Emperor's throne in Level 13, now he can sit up straight and see the throne room once more
- Fixed a missing translation line for Level 6, Narrator Line 22
- Fixed an issue where the Emperor's throne would disappear after loading a save of Level 13
- The Eternal now correctly absorbs 90% of damage done to the owner's Dungeon Core
- The Eternal now correctly resists 50% damage, down from an unintended 75%
- Improved sound disable on prop death to be more robust
- Fixed a critical issue where the drawbridge on Level 13 would become impassable following a save and load in which it was lowered.
- Fixed a missing material in the chasm on Campaign Level 3
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Re: War for the Overworld Ultimate Edition GOG

Post by vastyr »

  • Updated ChangeLog (ADMIN's post ^^).
► bypass gdrive download quota
► The Ninja-King
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Re: War for the Overworld Ultimate Edition GOG

Post by ADMIN »

added x32 bit installer (v2.0.3f1_(32bit)_(22263))
i don't own The Under Games DLC
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Re: War for the Overworld Ultimate Edition GOG

Post by fidget77 »

v2.0.6f2 is out
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Re: War for the Overworld Ultimate Edition GOG

Post by x3060 »

any updates?
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Re: War for the Overworld Ultimate Edition GOG

Post by ADMIN »

fidget77 wrote: 14 Mar 2019, 23:01 v2.0.6f2 is out
x3060 wrote: 14 Apr 2019, 20:55any updates?
no updates at gog so far.
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Re: War for the Overworld Ultimate Edition GOG

Post by Logodum »

Does this version include all the Kickstarter content ? And is is possible to have a version with all unlcoked themes/minions without the achievment hunting hazzle ?
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Re: War for the Overworld Ultimate Edition GOG

Post by fidget77 »

v2.0.7 is out
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Re: War for the Overworld Ultimate Edition GOG

Post by fidget77 »

GOG stopped updating War for the Overworld for ages.
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Re: War for the Overworld Ultimate Edition GOG

Post by p2minfo »

Last GOG version is 2.0.7f1 (04/06/2019)
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Re: War for the Overworld Ultimate Edition GOG

Post by Lobuno »

fidget77 wrote: 08 Jun 2019, 12:54 GOG stopped updating War for the Overworld for ages.
GOG's release is up to date with the latest version released: https://www.gogdb.org/product/1964276929#changelog
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Re: War for the Overworld Ultimate Edition GOG

Post by fidget77 »

I will explain to stop confuse people.
Build 3877000 is the latest released v2.0.7f1, see patchnotes: https://wftogame.com/2-0-7-release-notes/ dated 2019.06.03.
Fitgirl no GOG repack is v2.0.7 dated 2019.05.17
Latest cloud upload of GOG version is v.2.0.6f1 dated 2018.10.15
Here: https://www.gogdb.org/product/1964276929#changelog we see latest patch v2.0.7f1 dated 2019.06.06
Sorry for causing a mess.
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Re: War for the Overworld Ultimate Edition GOG

Post by vastyr »

fidget77, do not guide yourself by the gogdb changelog instead use the;

downloads available: https://www.gogdb.org/product/1964276929#downloads (OFFLINE INSTALLER)
and
build available: https://www.gogdb.org/product/1964276929#builds (latest known / ONLINE CLIENT GOG Galaxy)

to get an idea on where GOG is at.

edit: Now if you go to the gogdb changelog you posted and scroll down the page you will see ALL PATCHES up to v2.0.7f1 are mentioned.
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Re: War for the Overworld Ultimate Edition GOG

Post by fidget77 »

vastyr wrote: 09 Jun 2019, 13:55 fidget77, do not guide yourself by the gogdb changelog instead use the;

downloads available: https://www.gogdb.org/product/1964276929#downloads (OFFLINE INSTALLER)
and
build available: https://www.gogdb.org/product/1964276929#builds (latest known / ONLINE CLIENT GOG Galaxy)

to get an idea on where GOG is at.
Good to know. tyvm
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