Full notes
Full War for the Overworld update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Events
- Server
- Gameplay
- Performance
- UI and audio
- Maps
War for the Overworld changes
Darkest greetings Underlord, The season of dark revelry is nearly upon us and to celebrate the occasion we’re unleashing another patch to hold you over on the road to patch 1.5. With this patch we’ve seen a huge number of bugs squashed under our heels and indeed in terms of pure bug fixes this is the second largest patch ever. Dozens of bugs were reported via our public bug tracker , while many more were uncovered through the stalwart efforts of our QA volunteers and code team. We hope you enjoy Halloween loyal Underlords and rest assured that we’re hard at work on major new features for the coming months. Stay tuned!
V1.4.3 Release Notes
Gameplay Changes
Potions
Wormhole
In Multiplayer will now depossess a unit if it is possessed
Defences
Aureate Monolith
Reworked a few intricacies behind the function of the “steal gold” active ability
Will now only absorb player-owned gold statues if they are not tagged as decorative
Will only absorb gold piles on own ground if they are not stored in a Vault (enemy-owned statues and gold will absorb regardless of these limitations)
Statues or gold on the territory of allies will not be absorbed under any circumstance
Titans
Colossus
Applied the same rules from the Aureate Monolith’s “steal gold” changes
Level Changes
War for the Overworld
Level 8
Level 8 Necromancers can now be assigned to individual rally groups
Heart of Gold
Level 2
Time till first wave spawn increased by 30 seconds
Time between each wave spawn increased by 15 seconds
Level 4
Improved the reliability of the event that occurs when all members of the Phaestian family have been killed
Destroying the Dungeon Core will no longer cause bosses to enter a KO state
Visual Changes
Changed the Heal spell VFX so that it correctly represents which units in the area are being healed (most damaged first, remaining heal applied to next most damaged, etc.)
Removed the smoke VFX from Ember Demons because it’s bad for their health, your FPS and being able to see what the hell is happening
Audio Changes
Dampening of other sound levels during narration will transition more smoothly
Multiplayer Changes
In the event of a client disconnecting they will now be replaced by a medium difficulty AI with the “Oberon” personality
When clients need to download a new map from the host, the download process will be added to the load bar before the match begins
Performance Improvements
Made some improvements to try and resolve a few minor memory leaks
Miscellaneous Changes
Added help lines for the Warbands interface
Bug Fixes
Crashes
Fixed a rare stack-overflow crash caused by the Shadow’s Shadow Strike ability
Fixed an issue where Glacial Doors would continue to regen health after being destroyed potentially leading to a crash in Multiplayer games
Combat
AoE attacks from units will now correctly hit doors and Dungeon Cores once again
Units
Fixed a longstanding but unnoticed issue where units would have two copies of every ability, doubling the effectiveness of some passive abilities
Fixed a visual issue with the movement and behaviour of Slaughterpen piglets and Prison rats
Fixed a rare scenario where Campaign units could become “brain-dead” after
Source
Changelog.gg summarizes and formats this update. How we read updates.
