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Steam News14 June 20179y ago

Patch 1.6.2 Now Available!

Darkest greetings Underlord, It’s been on the Public Test Branch for little over a week, and now with the release of our GOG version we’re proud to say that Patch 1.6.2 is now finally going live!

In this update2

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

4 fixes3 additions12 changes5 removals
  • Gameplay
  • Server
  • Performance
  • Maps
  • UI and audio
  • Fixes
changedDarkest greetings Underlord, It’s been on the Public Test Branch for little over a week, and now with the release of our GOG version we’re proud to say that Patch 1.6.2 is now finally going live! It brings with it a variety of improvements, but none more so than those for Multiplayer. So read on, Underlord, and discover what magic lies in the bowels of:
addedPatch 1.6.2 - Multiplayer MayhemWe’ve introduced some serious new netcode with Patch 1.6.2 which should drastically improve the quality of multiplayer matches. We’ve had this on the Public Test Branch for just over a week and the response has been positive so far. Want to give it a go? Here’s some tips to get you started! Finding a Multiplayer Match What would a multiplayer patch be without multiplayer matches? Head on over to our Discord and join the Matchmaking channel to find other players with whom to go head to head! Don’t forget if you’re going to host you’ll need to port forward ! Reporting Issues We’re looking to try and improve the experience for our multiplayer fans as much as possible, so if you run into an issue while playing please get in touch with a bug report via User Echo .
changedMultiplayer ImprovementsWe’ve reworked our netcode to deliver significant improvements to the Multiplayer experience.
removedMultiplayer ImprovementsMultiplayer behaviours should be much more consistent with gameplay, for example: Constructs and defences are more reliable Casting Recall on the Worker Rally no longer breaks the Worker Rally Unit actions are now consistent between client and host
addedMultiplayer ImprovementsWe’ve implemented new systems to combat desyncs by slowing the game down, giving it time to catch up after network issues
changedMultiplayer ImprovementsVisual issues have been greatly reduced, for example:

War for the Overworld changes

changedDarkest greetings Underlord, It’s been on the Public Test Branch for little over a week, and now with the release of our GOG version we’re proud to say that Patch 1.6.2 is now finally going live! It brings with it a variety of improvements, but none more so than those for Multiplayer. So read on, Underlord, and discover what magic lies in the bowels of:
addedWe’ve introduced some serious new netcode with Patch 1.6.2 which should drastically improve the quality of multiplayer matches. We’ve had this on the Public Test Branch for just over a week and the response has been positive so far. Want to give it a go? Here’s some tips to get you started! Finding a Multiplayer Match What would a multiplayer patch be without multiplayer matches? Head on over to our Discord and join the Matchmaking channel to find other players with whom to go head to head! Don’t forget if you’re going to host you’ll need to port forward ! Reporting Issues We’re looking to try and improve the experience for our multiplayer fans as much as possible, so if you run into an issue while playing please get in touch with a bug report via User Echo .
changedWe’ve reworked our netcode to deliver significant improvements to the Multiplayer experience.
removedMultiplayer behaviours should be much more consistent with gameplay, for example: Constructs and defences are more reliable Casting Recall on the Worker Rally no longer breaks the Worker Rally Unit actions are now consistent between client and host
addedWe’ve implemented new systems to combat desyncs by slowing the game down, giving it time to catch up after network issues

Darkest greetings Underlord, It’s been on the Public Test Branch for little over a week, and now with the release of our GOG version we’re proud to say that Patch 1.6.2 is now finally going live! It brings with it a variety of improvements, but none more so than those for Multiplayer. So read on, Underlord, and discover what magic lies in the bowels of:

Patch 1.6.2 - Multiplayer Mayhem

We’ve introduced some serious new netcode with Patch 1.6.2 which should drastically improve the quality of multiplayer matches. We’ve had this on the Public Test Branch for just over a week and the response has been positive so far. Want to give it a go? Here’s some tips to get you started! Finding a Multiplayer Match What would a multiplayer patch be without multiplayer matches? Head on over to our Discord and join the Matchmaking channel to find other players with whom to go head to head! Don’t forget if you’re going to host you’ll need to port forward ! Reporting Issues We’re looking to try and improve the experience for our multiplayer fans as much as possible, so if you run into an issue while playing please get in touch with a bug report via User Echo .

Release Notes

Multiplayer Improvements

We’ve reworked our netcode to deliver significant improvements to the Multiplayer experience.

  • Multiplayer behaviours should be much more consistent with gameplay, for example:

    • Constructs and defences are more reliable

    • Casting Recall on the Worker Rally no longer breaks the Worker Rally

    • Unit actions are now consistent between client and host

  • We’ve implemented new systems to combat desyncs by slowing the game down, giving it time to catch up after network issues

  • Visual issues have been greatly reduced, for example:

  • Reduced instances of units visually teleporting

  • VFX should be correctly synced to unit location

  • “Ghost” units have been exorcised

  • Possessing a unit should no longer cause unit shields to break for your opponent

  • Unit shields no longer become detached from their unit

  • Workers who are undertaking a task should no longer become lost

  • Implemented support for cross-platform play with GOG Galaxy players

Performance Improvements

  • Multiplayer code no longer runs in single-player, which yields a small performance boost for all players

Visual Changes

  • Improvements to the gold pile highlight

  • Significantly improved the Crackpot/Gnarling working animation

  • Improved the floor texture for the Empire barracks

  • Campaign map highlighting improved

  • Made some changes to the lights on the main menu scene to improve contrast between rendered objects and UI objects

  • Small changes to the Archive Lectern lights

  • Glowing runes are now present on Arcane/Evil Arcane theme door frames

  • Fixed a number of significant issues with the Dwarven Core

  • Arcane themes now use a new arcane portcullis frame

  • Improved Archon emissive map

  • Reduced the VFX height of the Necromancer’s heal which should improve combat clarity when they are present

Levels

  • Made some slight visual tweaks to War for the Overworld Level 13

Bug Fixes

Units

  • Shambler no longer incorrectly has a wage

  • Porkzilla can now correctly deal damage to units and defences once more, praise the bacon!

  • Corrected an issue that caused the Behemoth’s heal rate to be far higher than it should have been - it now correctly generates 0.75% health per second

Visuals

  • Fixed highlight on all Archive props

  • Evil Arcane theme glowing runes now match what is engraved in the wall

  • Necromancers on

Source

Steam News / 14 June 2017

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