In this update2
Full notes
Full War for the Overworld update
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What changed
- Gameplay
- Server
- Performance
- Maps
- UI and audio
- Fixes
War for the Overworld changes
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
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