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Changelog for Patch 1.6.5 / GOG-15781 (Windows) / GOG-15782 (Mac) / GOG-15803 (Linux) (added 20 October 2017):

Gameplay Changes

General
- It is now vastly easier to grab gold piles from vaults

Units

Cultist
- Toned down the Cultist debuff stacking effect which previously allowed a stack of three cultists to one shot a level 10 unit

Spells
- Blood Money
- Gold Statues can now be claimed
- On Neutral ground will remain with their previous owner
- When the tile below them is claimed the statue will become owned by the new tile’s owner
- Gold Statues can be dropped on allied tiles to transfer ownership

Audio Changes
- New Audio setting “Unit Voice Volume” added, separating it from the primary SFX slider

Visual Changes
- Units dropped into Tavern Spitroast now fall in and play and SFX while being mulched
- The Dungeon Core in the menu scene plays now a pulsating VFX as intended
- Made some improvements to the Foundry textures

Map Editor Changes
- The “Paint Gold” tool in map editor now places gold piles on ground tiles, in addition to vaults or wall blocks
- Vaults in map editor which have had gold added (via “Paint Gold”) no longer spawn loose gold piles when removed
- “Paint Gold” can remove gold from vaults and tiles

Level Changes

My Pet Dungeon
- The MPD Tutorial video now has Spanish, Italian, Russian and Polish subtitles

Miscellaneous Improvements
- Several improvements to game text
- Removed some walls in the Main menu to reduce clipping on camera transitions
- Removed unnecessary logs which could eventually cause the game to slow down

Bug Fixes

Crashes
- Fixed an issue with a GOG Library causing an loading error which prevented some users from starting the game, becoming stuck on the loading screen

SFX
- Fixed an issue where the Oculus slimy SFX continued playing even if it has been killed (until fully rotten) or transformed into a golden statue

Levels
- Fixed an issue that made a loaded skirmish map incompletable when it was saved a split second before the win condition was met

Rooms
- Fixed an issue that made Garrison duplicate its buff on blocks in range each time it was reactivated
- Fixed an issue where the Beast Den would never be upgraded if a non-upgraded Beast Den was removed before upgrading
- Fixed an issue where the Garrisons active state ring would not show after saving and loading
- Fixed an issue which would made prisons with a certain non rectangular diagonal layout (stair like) spawn rats into the map origin (location 0,0,0) rather than into the prison, after many months of listening to walls and yelling “They’re in the frakin ship!”

Units
- Fixed an issue where units would not be removed from minimap when not killed by a normal attack (eg. tortured)
- Fixed an issue where dropped units never have shields again if "Always show" is selected for shields in the options menu
- Fixed an issue which caused log spam when a flying unit was fleeing too low over chasm, probably causing the game to lag for a moment

Map Editor
- Fixed map editor placed doors were logically closed but visually open when they were set to open and “Disable AI Control” was selected

Environment
- Fixed an issue which made artefacts not disappear from the artefact panel after being used when they were already present in a save game

Misc
- Fixed an issue where the menu scene would not transition to the correct part of the menu dungeon after the Load button was clicked
Post edited November 20, 2017 by ggzx12
high rated
Changelog for Patch 1.6.66 / GOG-16451 (Windows) / GOG-16451 (Mac) / GOG-16455 (Linux) (added 20 November 2017):

European Languages Return!

As announced in our previous post, and in today’s announcement, we’re proud to reveal that the discontinued European languages are now updated and back in the game, and we’ll be continuing their support into the future! We welcome your feedback! Updated previously deprecated European Languages to include all the game’s text updates since Patch 1.0.1:

- Spanish
- Italian
- Polish
- Russian
- Added subtitles in various pre-rendered cinematics throughout the game for the above languages

Gameplay Changes

Units

Spirit
- Can no longer pass through Possession Doors

Spirit Worker
- Can no longer pass through Possession Doors

Constructs
- Constructs may no longer be placed inside shrines or Dungeon Cores

Rituals

Assembly
- Now has an effect if used twice on the same defence.

AI Improvements
- Workers will no longer attack anything except rival Workers, regardless of how high their chances are to win. This is to keep them on task when working near low-threat objects such as doors.

Mutator Changes
- Extra Workers granted by increasing the default minimum Worker amount no longer grant mana when sacrificed in the Dungeon Core
- Undiggable walls can no longer be tagged
- Wall tooltips will now update to correctly reflect if undiggable walls is enabled

Performance Optimisations
- Improved the performance of Worker scouting behaviour
- Optimised unit behaviour to significantly reduce “garbage” created on unit spawn

Game Text Updates
- Clarified the mutator behaviour on tooltips for disabling Fortified Walls, and disabling the ability to dig them out, in relation to certain Aspects (prompted by a user forum issue)

Visual Changes
- Small improvements to Slaughterpen lights
- Increased brightness of Slaughterpen slightly

Miscellaneous
- Gold Piles will now be placed up to 17 tiles from where they are dropped in the Vault, rather than 5
- Achievements for My Pet Dungeon unlockable themes are now listed in level order on the unlocks screen

Bug Fixes

General
- Fixed an issue that allowed units to teleport into walls/map border

Gameplay
- When a Dungeon Core is claimed, the gold it held now correctly enters the new owner’s Vaults
- The Garrison buff will no longer incorrectly stack for multiple activated props
- Aureate Monoliths now correctly update the minimap after use
- Removed Last Stand from Templar abilities list as the ability had been disabled for some time

Levels
- Fixed an incorrectly rotated “corridor” on My Pet Dungeon level Ponygrasp

Visuals
- Highlight effect on the Dwarven Dungeon Core should no longer present with visual artifacting
- Garrison prop range corrected, now more representative of actual range
- Corrected a minor clipping VFX in the Spirit Chamber

Audio
- Removed duplicate line from War for the Overworld Level 3
- Fixed some errors caused by missing audio on War for the Overworld Level 3
- Arcane Chunder now correctly uses the Chunder voice
- The Arcanist boss should now correctly play her post sleep voice-over
- Necromancer, Gnarling, and Chunder all now issue battle cries when in the Arena
- Gave Duke and Duchess missing voice-over from their base unit
- Vampire now correctly plays his eating voice-over when in the Tavern

Multiplayer
- Fixed missing VFX and SFX for Lightning and Shockwave spells for clients
- Fixed missing animation and effects on Bombards for clients

Text
- Made "fortified wall" a proper noun on tooltips for Siege Shrine, Underminer, and Augrum Wall (consistency issue)
- Fixed a tooltip typo for the Ember Demon Rally Flag
- Fixed the time limit on the War for the Overworld Level 5 timed achievement, so that it now correctly reads 23 minutes, not 18 (in Simplified and Traditional Chinese)
Post edited November 20, 2017 by ggzx12
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Changelog for Patch 1.6.66f1 (added 06 December 2017):

Our development imps have been hard at work for the past week addressing some
issues you highlighted to us in the latest patch. As always we’ve looked to
resolve any reports as efficiently and speedily as possible, and we’re always
looking for more. Never ones to cease our constructive efforts though, there
are a few minor improvements sprinkled on top of this hotfix too.

Gameplay
* Volcanic Bridge spell can now be cast on Blood tiles
* When you sell a defence or construct on a Stone Bridge it will no longer also sell the bridge
* Removed push forces caused by livestock and Ghouls, meaning they can no longer push other units, but can be pushed themselves

Visual Changes
* Reduced the saturation on the instruction arrow, making it a little less obnoxious
* Small visual changes to the Spirit Chamber
* Some corrections to the possession view of units based off the “Lord O’theland” model

Text Updates
* Updated Juggernaut name to make it more appropriate in Simplified and Traditional Chinese
* Updated mutator tooltips to give more information about disabling Fortified Walls, and disabling the ability to dig them out (all languages)
* Fixed a few typos

Miscellaneous
* Updated Unity Engine to 5.4.6f3 from 5.4.5p5 yielding a few minor improvements
* Please note that game engine updates are complicated affairs and can cause unexpected issues. This is only a minor leap and we believe we caught every issue, but please don’t hesitate to report anything that seems out of place.
* Added secret holiday cheer!
* Removed some unused audio.

Bug Fixes
* Sacred Earth will now display the correct gold texture in the icy terrain theme
* Fixed an issue where prisoner AI would continue to search for a bed to make in the Lair, which they could not reach, causing performance issues when a player had many prisoners
* Icy terrain theme should now load more consistently
* Empire Workers should now only play Empire audio
* Fixed a number of issues with the Ember Rift textures
* Unit animations should now slide slightly less when the animation displays them as stationary


Changelog for Patch 1.6.66f2 (added 06 December 2017):

Bug Fixes
* Lifted the Matriarch and huntress from beneath the floor, hiding will do her no good!
* Corrected idle animation jitter on the Priestess
* Impenetrable blocks which suddenly appeared in inaccurate locations have been removed
* Gave the dwarf bosses a lick of paint to brighten them up
* Arcane Templars no longer fly, much to their dismay
* Improvements to the Democorn and Priestess jitter
* Clipping corrections for the Chunder
* Huntress minibow corupted texture corrected
high rated
Changelog for Patch 1.6.66f3 (added 14 December 2017):

Bug Fixes

- Units which have been held in a prison at any point now correctly respond to rally flags
- Fixed flickers in the Democorn animations
- Fixed texture issues on the torture chamber walls
- Rollers on the Torture chamber wall now animated
- Removed heavy metal from all the convents, priestesses should no longer grow up to be head bangers
- Fixed broken animations on the Kickstarter core, Gold Sentinel and Priestess boss
- Rats no longer appear on the outskirts of the prison, no longer will hungry units choose rat over succulant pigflesh
- Number of fixes to a few props in the Garrison, Barracks and My Pet Dungeon Toybox
- Improvements to Necromancer animation issues.
Post edited December 17, 2017 by Noontide13
high rated
Changelog for Patch 1.6.66f4 (Added December 14th 2017):

Bug Fixes

- Hero crypt ditch offsets fixed
- Serialised corpse/KO state to prevent units skipping to dead when saved and loaded whilst KO
- Fixed text inconsistency between My Pet Dungeon and Crucible menus.
- Mandalf's head will no longer be in the floor for purposes of possession
- Fixed MPD spinner's position
- Fixed founders theme door connectors
- Fixed an offset issue with the Arena corner tiles
- Fixed garrison prop offsets
- Corrected some issues with cultist and mandalf animations
- Fixed an issue that prevented some users from accessing the Yogscast Jingle Jam worker

Changelog for Patch 1.6.66f5 (Added December 15th 2017):


Bug Fixes

- Corrected an issue where the decorative lair props would be incorrectly placed in the centre of a lair tile.
- Corrected a number of GameText erorrs i.e. incorrect use of "allies" vs "ally's" and "Worker" vs "Imp" subtitles against VO, localisations pending.
Post edited December 17, 2017 by Noontide13
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Changelog for Patch 1.6.66f6 (Added December 19th 2017)

Bug Fixes


- Nailed the Sentinel and Stone Knight back to the floor to stop them floating off
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Noontide13:
Changelog for Patch 1.6.66f6 (Added December 19th 2017)

Bug Fixes


- Nailed the Sentinel and Stone Knight back to the floor to stop them floating off
The changelog on the game page still shows only the changes up to 1.6.66f2.
It’s really annoying that GOG shows that a game update is there but doesn’t deliver the respective changelog entry on the game page. I know it’s not your fault, but maybe it’s more helpful if you guys let GOG know about that, than some random annoying customer ;)
high rated
avatar
Noontide13:
Changelog for Patch 1.6.66f6 (Added December 19th 2017)

Bug Fixes


- Nailed the Sentinel and Stone Knight back to the floor to stop them floating off
avatar
4-vektor: The changelog on the game page still shows only the changes up to 1.6.66f2.
It’s really annoying that GOG shows that a game update is there but doesn’t deliver the respective changelog entry on the game page. I know it’s not your fault, but maybe it’s more helpful if you guys let GOG know about that, than some random annoying customer ;)
I've had a chat to our contact at GOG recently regarding this to see if there was anyway we could help deliver these notes directly via the change log. Unfortunately the changelog is currently manually handled by the team at GOG and there's nothing developers can do.

However, I was assured that it's their intent to continue to expand Developer tools to allow stuff like this to be done directly by us in the future which would assure more frequently maintained changelogs. :)

I realise it's not ideal but for now this is the best I can do.
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Noontide13: However, I was assured that it's their intent to continue to expand Developer tools to allow stuff like this to be done directly by us in the future which would assure more frequently maintained changelogs. :)

I realise it's not ideal but for now this is the best I can do.
That sounds like great news! Thank you so much!
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Changelog for Patch 2.0: “Untold Depths” / GOG-20172 (Windows) / GOG-20172 (Mac) / GOG-20175 (Linux) (added 20 April 2018):

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[Part 1 of 3]
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Release Notes

Attention due to the impressive size of this patch we’ve yet to complete the full release notes. What follows are the highlights! Please check back in the future for more!

New Expansion: The Under Games

An all-new 7-level campaign
- Choose your Underlord and participate in a deadly tournament, set across a series of scenarios that call back to classic Dungeon Management gameplay!
- Each of the 4 playable Underlords has a unique playstyle, driven by their powerful traits and exclusive minions and Aspects.
- A completely overhauled AI awaits with 5 difficulty levels and a multitude of personalities to put you through your paces.
- Conquer arenas with distinctive layouts and a variety of visual themes, including the new blood-soaked Sanguine theme.
- 3 new Underlords with their own unique unlockable Dungeon Themes.
- 9 new Aspects expand your Veins of Evil, with new defences, constructs, potions and spells!
- New terrain features and shrines await in the Underworld, such as the ultra-hard Quartz and Moongate teleportation shrine.
- See this blog post for the full details!

New Game Modes

King of the Underhill
- War for the Overworld’s spin on King of the Hill
- Several Underhills are present on the map, that can be claimed and unclaimed in the same way that a Shrine can
- If you claim an Underhill, it will begin firing powerful projectiles at your opponent’s core every 5 seconds
- If an enemy also claims an Underhill, they will cancel eachother out
- You need to be in possession of more Underhills than your opponent in order for any of them to fire at the enemy Dungeon Core
- Dungeon Cores can sustain a total of 300 hits before being destroyed
- Dungeon Cores cannot be attacked any other way
- This focuses the action around the Underhills over an extended period of time, rather than forcing players into one single battle to end the match
- The recommended number of Underhills on a map is 3
- King of the Underhill only supports 2 teams (1v1, 2v2, 2v1 or 3v1), FFA doesn’t work

Core Shards
- Each Underlord is in possession of one or more Core Shards
- These Core Shards represent – you guessed it – shards of their Core!
- In order to defeat an Underlord, all of their Core Shards must be destroyed
- Dungeon Cores cannot be attacked directly – this forces players to attack and defend multiple locations simultaneously
- Core Shards supports any number of players in any team combination
- If two players are teamed up, their Core Shards are pooled and they live and die together

Revamped AI
- The AI has been completely rebuild from the ground up
- It now supports using every type of aspect, including Defences, Constructs, RItuals, Potions and Spells
- Several new personalities have been added (see below)
- Big thanks to Kieron Baxter-Cockbill & Jannes “Crythor” Jaudszims of our volunteer QA team for helping us make the AI as deadly as possible!

Personalities
- Ravager
- Used by Shale and Rhaskos

- Guardian
- Used by Volta and Marcus

- Gold-Digger
- Used by Kasita

- Undertaker
- Used by Lamash and Draven

- Steamroller
- Favours stacking to himself and building up a large force before cruising across the map and destroying anything in its path
- Used by Korvek

- Underlord
- As vanilla as can be – favours all aspects equally
- Used by Oberon

- Assassin
- An extra-intelligent and terrifying flavour of AI designed by some of the best WFTO players in the world – good luck!
- Used by Zeam

The Map Editor

MightyScript
- It’s simply not possible to communicate this fully with patch notes, so go and read this blog post instead!
- Big thanks to Thomas “Fluffiest” Parfrey, George ” Sliche” Smith and Simon Evo from our volunteer QA team

Bug Fixes
- Too numerous to count, but we would like to give an extra-special thanks to Philipp “Fireeye” Giese, Andrew “Nutter” Jagger, Aaron “Swizzle” Walker, Jared “Antking” Croslin and Klaus “Biervampir” Ringhofer from our volunteer QA team

Aesthetic Improvements

Over 100 New Animations
- Tons and tons of animations have been added to almost every unit in order to better telegraph their abilities in combat and
- Units now bend down and pick up their gold
- Units now pick up the Micro Piglet before ripping it apart
- Micro Piglets can now backflip and roll in the mud
- Many units now have additional combat animations that better link with the abilities effect

Overhauled VFX
- Many instances of overly-bright VFX have been reduced
- Combat VFX have been reworked, VFX for stun, burn, lava-burn and slow have been added.
- VFX for abilities have been reworked to better fit with their animations

Overhauled Materials & Shaders
- Applied cubemaps to some metal flourishes to improve metallic look
- Changes to unit lighting so that they are more visible
- Fixed some corrupted materials (e.g Lord O Theland) to cleanup their look

New & Updated Systems

Sacrifices
- After unlocking the Sanctuary, you will now gain access to a new ‘Sacrifice’ ritual
- Activating the ritual will allow you to drop 3 units onto the altar
- After doing so, the ritual will complete and you will be rewarded with a prize!
- There are a number of recipes, but any combination that does not match a recipe will reward some gold

Moongates
- Moongates allow units to instantly travel from one part of a map to another
- Comes in two forms: a Construct and a Shrine, which both link up and behave in the exact same way
- Units will automatically use Moongates if they are the fastest (or only) route, no need for the player to interact

Banshees
- Banshees are a new type of unit with unique behaviour
- Banshees automatically seek out the closest enemy objective (primarily cores, secondarily inhibitors, etc) and path to it (shielded targets are always lower priority than non-shielded)
- Once it reaches its target or cannot get any closer to its target, it will explode, dealing a large amount of damage to anything nearby, including walls and friendly targets
- Damage is reduced against units
- Damage scales with the amount of remaining health the Banshee has
- Banshees cannot be picked up, healed, possessed, etc
- Slapping will detonate them early
- Used by the Empowered Banshee (Empowered Banshee Spell) and Banshee (Reanimation potion, Nether Shrine)

Mana
- You are now able to increase your total mana to a total of 2000 (up from 1500)
- Mana can now be gained from:
- Earning Sins
- Artefacts of Mana
- Mana Shrine (which has been revised – see below)
- Mana Vaults (new Construct)
- Mana from the Mana Shrine and the Mana Vault is ‘unstable mana’
- ‘Unstable mana’ is mana that it is possible to lose (eg: if your Mana Vault is destroyed)
- The main campaign and Heart of Gold are still limited to 1500 mana
- The Kenos now increases your mana pool to 2000 (in levels 12 & 13)

Veins of Evil
- Several new aspects from The Under Games have been added
- Some potions in the centre have swapped places
- Annex has moved from Wrath to Sloth
- Augrum Wall and Rampart have swapped places
- Titans now cost 5 Sins to summon, rather than 3
- See the image below for the new layout – the changes are highlighted

Work Experience
- Units now gain XP when working in most rooms
- The XP gained is equivalent to 17.5% of that gained in the Barracks, and will scale down as units level up in the same way that the Barracks does
Post edited June 27, 2018 by ggzx12
high rated
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[Part 2 of 3]
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Remastered Campaign

Highlights
- The ending has been completely remade and now featured a brand new cinematic cutscene
- The endings of levels 5 & 7 have also been updated to feature smaller cinematic cutscenes
- Level 12 has been completely rebuilt to be significantly less infuriating
- New terrain themes have been added throughout the campaign
- Tutorialisation has been significantly improved throughout the first few levels
- Unit intro sequences have been improved to feature the new unit entry animations

Level 1: Awakening
- Now uses the new Onyx terrain theme
- Minor changes to the tutorialisation
- Added a new Gnarling introduction

Level 2: Welcome to Kairos
- Removed Empire Barracks to prevent the Templars getting to a high level before the player encounters them
- Added new bonus objectives to teach Worker Rally, Peaceband and Sell
- Removed the Prophecy tutorial (as it’s also introduced in level 3)
- The ‘expand your rooms’ optional objective now requires the player to build at least a 5×5 Archive and 5×5 Barracks to complete
- Other minor change to tutorialisation
- Added a new Cultist introduction
- Replacement Earth is now available (tutorialisation does not happen until Level 4)

Level 3: The Breach
- Significant revisions to the tutorialisation sequences and of the level
- Added a new Chunder introduction
- The speed run achievement (Portal Gems) now awards for beating the level in under 19 minutes, rather than 15
- Replacement Earth is now available (tutorialisation does not happen until Level 4)

Level 4: Shades of Grey
- Added a new bonus objective to teach Beast Rally
- Swapped one of Marcus’ Gateways to a Manufacturing Shrine in order to reduce the total number of units that spawn in his dungeon
- Replaced the Warding Totem tutorial & introduction with a Conduit tutorial & introduction

Level 5: The Rear Guard
- Now uses the Snowy terrain theme
- Added a brand new cinematic cutscene to the end of the level
- Added new bonus objectives to teach Warbands, Potions and Defences
- Ritual progress is now displayed on the UI
- Rhaskos’ Sanctuary has a slightly modified layout and now begins the level with fortified walls
- Added a new Crackpot introduction
- The speed run achievement (Short Joke) now awards for beating the level in under 25 minutes, rather than 23

Level 6: Behind Enemy Lines
- Now uses the new Sanguine terrain theme
- Replaced the Mana Shrine with an Incantation Shrine
- Increased starting gold from 10000 to 16000
- The speed run achievement (Prison Architect) now awards for beating the level in under 30 minutes, rather than 28

Level 7: Heart Attack
- Now uses the new Sanguine terrain theme
- Added a brand new cinematic cutscene to the end of the level
- Added a new art asset for The Aum
- The ‘Heart Attack’ achievement for finishing the level with Rhaskos’ Core on less than 25% has now been changed to instead award when you convert 50 Empire units in the Torture Chamber

Level 8: Desecration
- Modified the distribution of enemies to make the difficulty more consistent
- Prophecy is now banned, but all points of interest are permanently revealed

Level 9: Belmorne’s Pass
- Now uses the Snowy terrain theme
- Replaced the Mana Shrine with an Incantation Shrine

Level 10: The Kenos
- Now uses the Snowy terrain theme
- Added a new art asset for The Kenos
- Significantly updated the in-level ending sequence
- Mira is now cyan to match her appearance in The Under Games
- Replaced the Mana Shrine with an Incantation Shrine

Level 11: Desperate Power
- Now uses the new Onyx terrain theme
- Mira is now cyan to match her appearance in The Under Games
- Replaced the Mana Shrine with an Incantation Shrine

Level 12: Welcome to Kairos
- Now uses the Snowy terrain theme
- Completely rebuilt from the ground up
- The player now has significantly more space between them and the enemy Underlords
- Added a new art asset for The Kenos
- Updated the effects of being attuned to the Kenos
- Causes the player to be an incredibly nostalgic shade of red
- No longer grants passive gold generation
- Increases maximum mana from 1500 to 2000

Level 13: Equilibrium
- Revised the ending sequence and added a brand new cinematic cutscene
- Added a new art asset for The Kenos
- Added a new art asset for the Aum, which now follows Emperor Lucius around
- Emperor Lucius is generally more badass
- Updated the effects of being attuned to the Kenos
- See above

Oberon’s Home Realm
- Now uses the new Onyx terrain theme

Heart of Gold & My Pet Dungeon
- Replaced the Mana Shrine on level 1 of Heart of Gold with an Incantation Shrine
- Replaced most Mana Shrines present in My Pet Dungeon with Incantation Shrines

New Aspects, Units & Shrines

Conduit
- Construct, Wrath
- Replaces the Warding Totem
- Significantly increases the work speed of friendly workers in a 5 tile radius
- Provides vision in a 5 tile radius – even over walls
- Locks 15 mana
- Costs 350 gold, very quick summoning time

Moongate
- Construct, Wrath
- Links to other Moongates you own, allowing your units to teleport across the map
- Costs 10,000 gold, long summoning time
- Locks 25 mana

Mana Vault
- Construct, Center
- Provides an additional 100 mana, up to a cap of 2,000
- Costs 10,000 gold, long summoning time

Shackle
- Spell, Wrath
- Disables an enemy defence or construct, prevent it from activating and attacking
- Locks 100 mana, lasts for 10 seconds
- Defence or construct hit by Shackle are then immune to Shackle for 30 seconds

Infernal Urn
- Defence, Sloth
- Breathes fire on nearby enemies dealing a small amount of damage over time
- When activated, destroys the Infernal Urn and absorbs any explosive energy in the nearby area
- Ember Demons are banished back to their rifts
- Underminers are immediately disabled and sold
- Brimstone is converted into Quartz (this is a chain reaction, like blowing it up, and will convert the whole patch)
- If this reaction hits Obsidian, it will convert the Obsidian into Sand (this is also a chain reaction)
- 1500 gold, 2 defence parts, locks 10 mana

Storm Vortex
- Defence, Sloth
- Two modes: Lightning and Vortex, click to toggle between them
- Lightning mode: Shoots lightning bolts at enemies, dealing heavy damage and stunning them
- Vortex mode: Shoots vortex beams at enemies, instantly teleporting them back to their dungeon core (same behaviour as recall)
- This damages the Storm Vortex for every enemy teleported, the amount of damage taken is equivalent to the strength of the target
- Workers are free to send home
- Targets the enemy closest to it
- It’s possible for the Storm Vortex to destroy itself
- Costs 7500 gold, 5 defence parts, 30 locked mana

Empowered Banshee
- Spell / Unit, Wrath
- Summons an Empowered Banshee
- 10 second summon time during which the Empowered Banshee cannot move or explode, but can still be attacked and killed
- Locks 150 mana until the Empowered Banshee dies or explodes

Reanimation
- Potion, Wrath
- Converts any of the following sources into Banshees:
- Prisoners
- Dead or KO units on the ground (of any faction)
- Souls in Crypt props
- Souls in a Well of Souls
- Banshees behave identically to Empowered Banshees, but are far less powerful and do not lock mana
- Costs 3500 gold

Thunderling
- Potion / Unit, Center
- Summons a powerful Thunderling for you to command
- Also deals damage and stuns enemies in the area when dropped
- Can overlock mana when used
- Costs 7500 gold, locks 200 mana while the Thunderling is alive

Alchemine
- Defence, Sloth
- Allows you to drop a potion, turning it into a mine
- Will detonate the potion when an enemy gets near
- Right click to immediately detonate, left click to pick up potion
- Costs 2500 gold, 3 parts, does not lock mana

Sacrifice
- Ritual, Automatic Unlock
- See notes at the top

Core Door
- Defence, Editor Only
- This is a special door that can only be placed when creating maps to section off certain parts of the map for specific factions
- It allows the owners units to pass through
- It cannot be attacked, sold, destroyed, locked, or interacted with in any way

Nether Shrine
- Periodically spawns Banshees for the owner
- Spawns 1 Banshee every 5 seconds, up to a maximum of 3 total Banshees at any one time
- Banshees respawn at the Nether Shrine when they explode or are killed

Mana Shrine / Incantation Shrine
- The mana shrine now has a new mechanic:
- Grants 250 additional maximum mana for as long as you own it
- The old Mana Shrine mechanic (spell cost reduction) has now been given to the new Incantation Shrine

Wizard
- Empire Unit
- The Wizard is the new Empire counterpart for the Witch Doctor
- He works in the Spirit Chamber and the Archive
Post edited June 27, 2018 by ggzx12
high rated
--------------
[Part 3 of 3]
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Rebalanced Systems

Dungeon Core
- Health regeneration reduced from 140/second to 50/second
- Health regeneration delay (after last instance of damage) increased from 5 seconds to 15 seconds

Defences
- Out-of-combat regeneration reduced from 7.5%/second to 1%/second
- Out-of-combat regeneration now starts after 15s, rather than 10s
- Doors no longer grant XP to enemies when attacked
- Doors now act as fortified walls for the purposes of calculating room efficiency

Research
- Speed modifier in Skirmish & multiplayer reduced from 65% to 50%
- Speed modifier in My Pet Dungeon reduced from 50% to 40%
- This is to offset the research speed increased gained by Cultists that now level up whilst researching

Unit Vision
- Unit vision has been standardized
- Long range units now have a vision radius of 7 tiles:
- Oculus (and boss variants)
- Huntress (and boss variants)
- Short range units have a vision radius of 3 tiles
- Ghoul
- Disciple
- Revenant
- Workers has a vision radius of 4 tiles
- Food has a vision radius of 0 tiles
- All other units have a vision radius of 5 tiles

Updated Aspects, Units & Shrines

Workers
- Friendly fortified walls are now mined as quickly as unfortified walls

Arena
- Removed the flat XP penalty from training in the Arena
- Added a scaling XP penalty that increases with level, ramping up to -40% at level 9
- XP for non-Beast units now matches that of Beast units (however, non-Beast units still need to be manually dropped into the arena)

Barracks
- Reduced training speed by 33%
- Reduced the intensity of the XP penalty at higher levels (now -80% at level 9 instead of -90%)

Warding Totem
- Scrapped, replaced with ‘Conduit’

Wooden Door
- Gold cost reduced from 1000 to 500
- Health reduced from 3500 to 1500

Bone Chiller
- Passive slow increased from 55% to 60%
- Passive slow no longer stacks
- Passive and active range increased from 3 to 3.5 tiles
- Active ability no longer deals damage
- Active stun increased from 2s to 4s
- Active ability now halves all damage from targets for the duration
- Mana cost increased from 10 to 15
- Part cost increased from 3 to 4

Augrum Wall
- Now activates automatically (instead of needing to be clicked)
- Unpacking time reduced from 15s to 5s
- Gold cost reduced from 3500 to 500
- Part cost reduced from 5 to 2
- Health (of the box) increased from 100 to 1000

Replacement Earth
- Gold cost reduced from 350 to 150
- Summoning time increased by 50%

Bombard
- Part cost increased from 2 to 3

Armageddon
- Damage keeps firing for 60 seconds, giving a solid window for attack
- Reduced summoning time by 15%

Haste
- Now also slows down enemy units the exact same amount that it speeds up friendly units

Hellfire
- No longer stuns units
- Unit damage increased from 100 to 650

Transmutation
- Now creates a zone of transmutation when dropped, which deals damage over time for 5 seconds and converts any dead or KO units into golden statues
- Also deals bonus damage to Sentinels and the Colossus

Garrison
- Damage reduction for walls reduced from 50% to 35%

Ember Rift / Ember Demon
- Ember Demon health reduced from 2250 to 1600
- Ember Spirit (death explosion) damage reduced by 25%
- Ember Demon mana lock reduced from 75 to 60

Wormhole
- Now creates a wormhole that lasts for 5 seconds, continuing to teleport units to your core for the entire duration
- Core explosion radius reduced by about 1/3rd

Quick-Freeze
- No longer leaves a patch of ice on the ground that prevents Quick-Freeze being used again in the same location

Gold Shrine
- Mining speed increased by 50%

Portcullis
- Part cost reduced from 3 to 2

Midas Door
- Part cost reduced from 4 to 3

Glacial Door
- Part cost reduced from 5 to 4

Prophecy
- Reduced mana cost from 200 to 175

Blood Money
- Reduced mana cost from 100 to 50

Spirit Workers (Potion)
- Gold cost increased from 750 to 1500

Succubus
- Health increased from 1400 to 1650
- Basic attack damage increased from 70 to 95
- Soul Fracture damage decreased from 15% to 10%
- Soul Fracture cooldown reduced from 30 seconds to 5 seconds
- Now heals for 100% of a target’s health upon killing them (up from 50%)

Gnarling
- Health reduced from 1100 to 1050
- Basic attack damage reduced from 110 to 100
- Cleave damage reduced from 100 to 90

Necromancer
- In-combat summon ability now summons a Revenant (Archon version) instead of a Wraith (Uprising ritual version)

Ghoul (Necromancer)
- Basic attack increased from 55 to 90

Disciple (Matriarch)
- Basic attack increased from 55 to 90

Augre
- Speed increased from 4 to 5 (same as a Chunder)
- Basic attack damage reduced from 160 to 140
- Ground slam damage reduced from 160 to 140

Behemoth
- Immolation (flame aura) has been adjusted to do a constant 75 damage per second, rather than increasing damage the longer an enemy is near the Behemoth
- Basic Attack damage reduced from 350 to 250
- Basic Attack cooldown increased from 2s to 3.5s
- Flame Breath damage increased from 300 to 400
- Flame Breath cooldown increased from 8s to 9s
- Rampant Charge damage reduced from 300 to 100
- Passive healing reduced by 2/3rds
- These changes are focused around maintaining the Behemoth’s strengths against large groups of weaker units whilst making it less imposing in one-on-one combat

Colossus
- Is now able to work in the Barracks

Witch Doctor
- Base heal increased from 40 to 100
- Base heal cooldown increased from 2.4s to 3s

Skarg
- Increased health from 1200 to 1300
- Increased basic attack damage from 100 to 105

Oculus
- Petrify stun duration increased from 2s to 4s
- Basic attack damage reduced from 85 to 60
- Basic attack cooldown reduces from 3s to 2.5s

Bafu
- Basic attack damage decreased from 125 to 95
- Screech cooldown reduced from 20s to 15s

Shadow
- Nightmare stun duration increased from 2s to 3s
- Bonus damage when leaving stealth increased from 75 to 140

Work-A-Lot Potion
- Unit efficiency reduced from 300% to 250%

Bombard
- Health reduced from 2000 to 1750

Archon
- Reduced self-healing by 33%

Gild
- Healing to gold units increased from 500 to 1500

Sentinel
- Now generally less grumpy and should be easier to keep happy

Frost Weaver
- Potion cost reduced from 3500 to 2000
- Basic attack damage increased from 175 to 225
- Movement speed increased by 25% (it’s now at an average speed)

Inquisitor
- Health increased from 1000 to 1500

Wraith (Uprising Ritual)
- Reduced health decay per second from 5 to 3
- Basic attack damage increased from 35 to 55

Restless Spirit (Vampire Pet)
- Duration of summoned Restless Spirits increased to 60 seconds (if not damaged)

Apocalypse (Crucible Lifeline)
- Points are no longer gained by killing units with Apocalypse

Screecher (Crucible / My Pet Dungeon minion)
- Basic attack damage reduced from 250 to 200

Shambler (Crucible / My Pet Dungeon minion)
- Basic attack damage reduced from 200 to 125
- Basic attack cooldown increased from 2s to 2.25s
- Now able to level up
- Now able to use the Barracks

Restless Spirit (Crucible / My Pet Dungeon minion)
- Basic attack damage reduced from 100 to 150
- Basic attack cooldown increased from 1.5s to 1.75s
- Now able to level up
- Now able to use the Barracks

Terror (Crucible / My Pet Dungeon minion)
- Basic attack damage reduced from 250 to 185
- Health reduced from 2500 to 1900

Molten Skarg (Crucible / My Pet Dungeon minion)
- Basic attack damage increased from 105 to 115
- Basic attack now burns target for 5 seconds
- Can now walk through lava

Chilli Chunder (Crucible / My Pet Dungeon minion)
- Can now walk through lava
- Basic attack cooldown reduced from 5s to 2.5s
- Headbutt cooldown reduced from 15s to 5s
Post edited June 27, 2018 by ggzx12
high rated
Changelog for Patch 2.0.1 / GOG-21664 (Windows) / GOG-21664 (Mac) / GOG-21758 (Linux) (added 25 June 2018):

Mighty Script Becomes Mightier

Mighty Script has been a hugely ambitious undertaking and has already seen incredible use with hundreds of mappers already getting to grips with the new tools on the Workshop.

We've been taking feedback on Mighty Script from the community on what you'd like to see implemented and there's a handful of really cool features in the new patch as well as some improvements and optimisations to make existing scripts more powerful. Here's a quick summary:

- 10 New Triggers such as detecting when a spell is cast, a unit imprisoned or when a unit is attacked
- 2 New conditions including checking if players have a particular success key from the custom campaign features
- 24 New Actions with new AI commands, Dynamic Party configuration, Dialog Boxes, Tile Flashing or unit customisation actions
- Parties are now easier to setup and support additional unit configuration such as setting the speed and scale of the unit
- Numbers can now be Decimals as well as Integers
- Lists can now contain more types of variables and most values can accept input from variables or actions output to lists
- Other flow improvements and optimisations
- Various fixes

With all of these improvements Mighty Script has undergone quite a few changes but fear not your previous maps should be completely compatible and rest assured now that Patch 2.0.1 is in your hands and Mighty Script even more expansive we're now looking to get those tutorials to you asap!

Skirmish Smack Chat

We've livened up Skirmish audio with speech from ALL the Underlord opponents! They will now taunt you and react to various events as the battle progresses. You'll hear Oberon gallantly face defeat as his health dwindles; Kasita celebrate her victory by welcoming you into her treasure trove; Korvek proclaim that he is greater than the sum of his parts!

Now Mira can tell you herself that you are nothing but an earthworm to be squashed beneath her metaphysical boot

We got all the original actors back to reprise their roles, and added over 400 new lines of speech! This also includes the trio of Underlords introduced in The Under Games – Shale, Lamash, and Volta!

We hope this feature adds an extra layer of character and charm; but if you do want to turn the voices off you can do so from the Sound Options.

AI Advancements

Stefan, our artificial intelligence wizard, made huge renovations to the Underlord AI for Patch 2.0. But he hasn't stopped there, and has continued to conjure and tinker with the goal of giving you the ultimate challenge. And judging by the feedback from our loyal Foundry tester imps, he may well have succeeded!

AI improvements include:
- More entertaining gameplay, and more challenge for highly-skilled players
- The AI will play the Sloth tree in the Veins of Evil much more effectively
- Significant increase in the number of Aspects the AI can use and more build order variety per personality
- Optimised to work with the 2.0.1 balance changes
- Substantial AI performance improvements
high rated
Changelog for Patch 2.0.2 "Sufficiently Surveyed Surfaces" (added 29 June 2018):

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
- New Animations
-- Democorn - Receive Pay
-- Baby Democorn - Receive Pay
-- Arcane Chunder - Sanctuary work
- Visual Tweaks to the Foundry Floor
- Improved the possession view of the Firebreather
- Adjusted the viewpoint position of the Behemoth in possession

Localisation & UI
European and Chinese localisations now in game for various text edits that were done for 2.0 and 2.0.1:
- Various user-interface text improvements, including tooltips and campaign map names
- Pre-2.0 Skirmish maps have had their creators' names added to the end of their descriptions
- Fixed various old text style issues such as asterisks being used to show sound effects in subtitles
- Lord of the Land unit subtitles (for future use in the Mighty Script Editor) have been tweaked to match chosen audio takes
- New Mendechaus voice-over (for future use in the Mighty Script Editor) has had unique text keys added for each unique audio take being used

Miscellaneous Improvements
- Debug logs which are generated upon game crashes are now fully GDPR compliant

Bug Fixes

Crashes & Gamebreakers
- Fixed a rare issue that prevented some players from opening the Under Games if they had not completed the War for the Overworld campaign

Units
- Fixed an issue that would cause units to attempt to walk out of prisons and arenas

Defences
- Alchemines should now always load in with their potions after loading a save game

Visual Fixes
- Units are now react to the visual height of shrine floors (such as the siege shrine) and can walk on the surface without clipping

AI Fixes
- Underlord AI's will no longer ignore the last item in their build order
- Fixed an issue where the Underlord AI would not use the Wisdom Juice potion on Vampires
- Fixed an issue where the Underlord AI would issue an attack without removing units from it's Peaceband, meaning sometimes attacks were not correctly planned and did not meet AI expectations
- Fixed an issue where Workers were not correctly receiving new tasks and thus would revert to older tasks such as nearby reinforce wall tasks over newer claim tile tasks
- Fixed an issue where the Underlord AI would be unable to determine an appropriate attack vector on large maps where the enemy is well fortified and defended

Map Editor - General
- The Empire Theme selector can now correctly select any theme, even if it is locked

Levels / Campaigns
- Fixed an issue where the cutscene which plays after Mandalf is turned to gold in Heart of Gold level 1 could be disrupted if he was mined by workers during the cutscene, preventing the level from ending
- Fixed an issue where the VFX on the objective forge on Heart of Gold level 3 would not play correctly
- Capturing Pre-Placed rooms in the "Seastead II" skirmish level will now correctly allow units to work in them

Localisation
- Fixed an issue where Chinese fonts were not displaying correctly on OS X

UI
- Fixed an issue on the Scenario Lobby where the mutators button was not accessible if the map could not be finished

Miscellaneous
- Fixed a number of minor issues in the codebase
high rated
Changelog for Patch 2.0.3: "Effectively Explored Excavations" & 2.0.3f1 hotfix (added 17 July 2018):

Underlord AI Changes
- Various Build Order tweaks

Audio Changes
- Added Additional Unit VO:
- Wizard
- Inquisitor
- Adjusted VO:
- Lord of the Land

Localisation & UI
- Continued localisation work on the Mighty Script features of the Map Editor


Bug Fixes

Crashes & Gamebreakers
- Updated the Coherent GT UI Middleware which may have been the cause of a recurring intermittent crash experienced by some users on Linux:
- ^ If you are a linux user that was affected by regular crashes please try this latest version and report back to us if the issue was correctly fixed. Otherwise please contact us directly on our Bug Tracker[brightrockgames.userecho.com]

Units
- Fixed an issue with Unit Physics which was causing units to overshoot their destinations when not on screen
- ^ This was the root cause for issues where Workers were being propelled into lava and dying, units stuck in walls, units becoming trapped in Prisons and Arenas and possibly affected unit need fulfillment if the player was not watching
- Ember Demons that are defused by the Infernal Urn should no longer explode and deal damage

Constructs
- Losing a Mana Vault whilst at Maximum Mana should no longer cause a reduction in permanently available mana.

Visual Fixes
- Fixed a visual issue with the Augrum Wall

Map Editor - Mighty Script
- Math Operations should now produce the correct outputs for Decimals
- Fixed an issue which prevented the “On Templates Spawn” trigger from triggering correctly

Map Editor - UI
- Fixed an issue where world object coordinates would always appear as “23, 3” in the Magic Finder List

Levels / Campaigns
- Fixed an Issue on Level 13 of the War for the Overworld campaign where one of the Emperor’s miscellaneous voice lines wouldn’t play
- Fixed an issue where Artefacts dropped upon the “Road” in Level 2 of the Heart of Gold campaign could not be retrieved by workers
- Fixed an issue where it was not possible reset The Under Games campaign progress
- Fixed an issue where some VO would not play correctly when claiming an Underhill as Volta or Kasita in Level 5 of the Under Games campaign
- Fixed a stack overflow that could occur on Level 3 of the Heart of Gold campaign
- Fixed a number of issues with the Golden Statues displayed at the end of the Heart of Gold Campaign

Multiplayer
- In-Game chat should once again show up correctly in Multiplayer Matches

UI
- Fixed an issue which may have caused the Skirmish menu to not appear correctly for some users on the GOG installer versions