In this update6
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
- Gameplay
- Balance
War for the Overworld changes
Darkest Greetings Underlord, It's been only a week week since the release of the surprisingly massive 2.0.1 patch and the work has continued unabated. As always we've been taking feedback directly from you and have a few smaller adjustments to make alongside a handful of fixes to the issues you've helped us identify. Patch 2.0.2 is the result of this weeks work and should help stabilise the game further in the wake of our last two massive releases. Beyond the release of this patch we don't have much news to share other than the fact that there's still a few issues we're still interested in tidying up and of course we're always happy to receive feedback or reports straight from you so please keep all your feedback coming via the forums and of course report any issues to us via User Echo! Also if you missed our previous post, you may want to give that a read as it outlines some of the future plans for War for the Overworld. Fear not, even as we begin to shift our team across to working full-time on Project: Aftercare we plan to continue providing some support for WFTO in the coming months. Now without further a do, read on for the Release Notes!
Patch 2.0.2 "Sufficiently Surveyed Surfaces"
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
Source
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