Patch 0.7.3 - “No Rest for the Wicked”
Visual Changes
- Open visual added for the Midas Door
- Visual improvements to the selection box which will hide portions of the box that are obscured by tiles
- Rally flags now play different VFX and SFX on resummon/dismissal
- Water tiles should no longer show a black void when placed next to chasm
- Indicators added to campaign levels that will only be unlocking on release
- Impenetrable rock will now show the wall mesh for neighbouring claimed tiles and rooms
- The top edge of walls and impenetrable rock is not tiling correctly yet, this will be improved soon
- Unit highlight auras have been introduced, these replace the original simple colour highlight to make highlighted units and objects much more clear
- Various texture and material updates
- Outline highlight added to the current campaign level available for the player
Gameplay Changes/Improvements
- When a defeated Underlord’s Dungeon Core is claimed units that were previously on his side will join the first Underlord they see
- Units will now prioritise targets that their rally flag is placed directly upon as long as they are in range of that target
- e.g. Dungeon Cores, defences etc.
- Now able to use room upgrades such as Archive, Foundry and Barracks
- AIs can now unlock and use the super units from the veins
Bug Fixes
- Fixed a critical crash that would occur after level 3 was completed
- Workers for clients in multiplayer no longer sometimes move slowly
- Fixed some bugs associated with the multiplayer lobby after leaving a previous match
- Unlocked aspects in the veins of evil will no longer occasionally carry across multiplayer matches
- Underminers will now appropriately destroy blocks for clients in multiplayer
- Fixed a glitch which caused strange audio behaviour for the standard Dungeon Core
- Fixed a visual issue that would cause warband health indicators on the warband interface to appear broken
- Fixed an issue where the Witch Doctor would not fight in the Arena
- fixed an issue where blue bars would appear when picking up small objects such as defence parts
- Blocks will always appear even with high latency or low FPS
- The well of souls should no longer be invisible
- Fixed an issue where the glacial door would cause it’s neighbouring walls to disappear at full charge
- Loading the game should no longer cause tagged objects to become untagged
- Tagged objects will no longer turn red after loading
- Worker digging animations should no longer loop incorrectly
- Fixed an issue where ceilings would still be visible after leaving possession
- The player can no longer manipulate the camera while the game is paused
- Ember demons will no longer bug out in the arena
- Skirmish AI on levels should now use the appropriate theme
- Fixed a bug where unlocked aspects would replace the starting aspects for campaign levels
- Fixed a bug where spells wouldn’t decrease in cost when a mana-shrine was captured
- Transmutation will now appropriately show the gold added to tiles
- Units will now correctly attack units that are rebelling
- Fixed a prop issue in the empire tavern on campaign level 3
- Empire units that have been converted in a torture chamber will no longer return to patrol routes they held while working for the empire
- Fixed an exploit where units could be leveled instantly to 10 using a spirit chamber podium
- Multiple VFX fixed E.g. Level claim, Underminer etc.
- Super units can now do damage once again
- Super units do not have their full abilities and have not been balanced, they are very very WIP
- AI Players will no longer respond to allied players as if they were a threat
Misc Changes
- Multiple players may no longer use the same colour in multiplayer or skirmish matches
- It is now possible to skip Mentor VO using the space bar
- The veins of evil can now be opened with the V key on the keyboard