It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
high rated
Changelog for Update 0.13.1 (added 25 October 2018):

Challenge modes added to Rising Tide and Queen of the Hill
* The new challenge mode introduces a new creature – the beach tiger beetle larva. This critter lies buried waiting for unsuspecting victims to walk near its trap, then snatches them away in the blink of an eye!
* They will only attack if your ants are alone, and can only be damaged for a short time after attacking. Will your colony accept the losses to get the food they need, or will they rip these ambush hunters from their burrows?

New Freeplay map – Towhead
* Set on a small island near the mouth of a river, Towhead offers a much more intimate experience on the surface, with higher densities of creatures
* A map option allows a periodic flooding of the lower level. This will raise your score but at the cost of possibly losing ants and resources when the waters rise

Minor Improvements System for Formicarium colonies
* Got spare Royal Jelly laying around the nest? Fear not, we have you covered! Minor improvements can be accessed by selecting any already purchased species from the tech tree and selecting the icon
* The improvements start cheap and get more expensive the more you buy for a species. Each ant species has their own different improvements which complement various play styles
high rated
Changelog for Update 0.1353 (added 23 January 2019) posted here.
Post edited January 26, 2019 by HypersomniacLive
high rated
Changelog for Update 0.202 (added 25 April 2019):

We're very pleased to announce that our first major update for Empires of the Undergrowth, the Leafcutter Update, is now available for Windows, Mac & Linux! Featuring an all-new rain forest environment with new critters of all sizes, two new levels which will see you face off against fully-fledged colonies, and a new Formicarium Challenge where the dastardly scientists have something special planned for you. The jungle floor stirs. Ants of all sizes creep out of their holes to harvest the nearby foliage, travelling far and wide to find the choicest leaves. The odds are stacked against these fledgling colonies - you may be tempted to discount creatures that forage for leaves but with huge crushing mandibles on their side, they are not to be underestimated.

https://youtu.be/HoRqZa7BH9Q

Headline Features

New Formicarium Tier Added
* New playable species - The Leafcutters
* Featuring 4 sizes of ant (minims, minors, media and major) which can walk under / over one another
* Major leafcutters are tank units with very high health and come in two forms:
* Stun majors stun targets for 4s and at level 3 will slow them to a crawl for a further 4s
* Taunt majors force targets to attack them for 4s and at level 3 at 50% health will reduce all incoming damage by 80% for 4s
* Unique resource management
* Leafcutters need leaves to cultivate a special fungus which is their only source of food!
* Leaves can be gathered on the surface from various climbable plants
* Once gathered leaves are taken to a leaf drop-off chamber
* Each nursery built spawns a free minim ant (tiny leafcutter)
* The minims take the leaves from the leaf drop-off to nurseries where it is cultivated into fungus that can be spent
* Once fungus is spent, its remains will need to be taken to a refuse chamber where it can safely decompose
* The distance between nurseries, leaf drop off chambers and refuse chambers affects the efficient processing of leaves leading to some careful colony design decisions.
* Two new levels in the rainforests of Ecuador
* Two very different levels with unique challenges and threats with carefully designed difficulty settings to suit you level of play!
* The new environments offer a host of new fauna and flora and have a very different feel to them from previous levels
* A new formicarium challenge - What has the evil scientist got planned this time?
* Do you think you could hate the evil scientist any more? We think you might after you see what he has in store!
* Add the mighty leafcutter major to your formicarium!
* 4 unique upgrade options
* Sharp - This aura causes attackers of the major and any nearby friendly creatures to reflect an amount of damage back to themselves
* Resilient - This aura causes the major and any nearby friendly creatures to take less damage each hit
* Durable - All incoming damage to the major is reduced by a set amount
* Shockproof - Limits damage to the major in any single hit
* 4 improvement upgrades to spend that extra jelly on!
* More than double the enemy creatures!
* Variety is the spice of life and the rainforest is the king of variety! Each of the new creatures comes with its own stats and abilities and will require their own approach to take down

Other changes and improvements
* Creatures sizes mean you can get more to the front line
* Minimap now displays food that can be collected
* Quantity held by all food types is now displayed when showing tile info
* New enemy creatures have made there way into the battle arena and freeplay
* Freeplay setup dialogue changed to use more screen space for options
* Pheromone marker assignment panel now displays the living ants from chambers

Balance changes
* Queens have been given 50% resistance to slow their deaths
* Queen Second Wind invulnerability duration increased to 30s (up from 20)
high rated
Changelog for Update 0.2023 (added 23 May 2019):

This is mostly a bug fix patch (should be the last before the freeplay update barring game breaking bugs) but also includes the final support for simplified Chinese and a couple of minor features.

As always do let us know if you find any bugs and we will continue to squash them as they come in!

Localisation
- Added the final simplified Chinese interface translations
- Removed the default English setting, allowing those with localised languages to default to their language (German or simplified Chinese)
- Purchase confirm dialogue now fits better with localised languages
- Repositioned some victory / defeat widgets to prevent overlap with subtitles
- Added a couple of missing German translations strings

Fixes
- Level setup dialogue no longer disappears off the bottom of the screen in certain languages with certain options
- Fixed an impenetrable tile visual
- Modified main menu textures so they do not stream (will appear full resolution when they appear)
- Graphical overlay now correctly shows the positive upgrade points coming from speed tiles
- Minor improvement of the positioning of numbers from tile upgrade overlay
- Food will no longer fall through the formicarium on load, and food lost due to falling should be moved to the surface on load
- Fixed an issue where the queen could get stuck doing the flinch animation
- Fixed a crash that could happen when drawing the resource overlay
- Fixed an issue where ants could get stuck inside formicarium plants and objects if fighting near them
- Possible fix for floating de-buff issue (please let us know if this is still occurring)
- Fixed an issue where rainforest creatures could only spawn in freeplay of woodlouse was set to spawn
- AI effects (such as stun or confuse) now force creatures to drop any other creature they are carrying (fixed praying mantises walking around with creatures in front of them)
- If carrying a creature but not using an ability, the creature is now dropped
- Removed food gathering from ants spawned into the formicarium through the post gate level spawner
- Possible fix for an issue where a tile was unbuild-able on after digging it out
- Upon finishing challenge 3 the players queen is restored to full health. If somehow a queen has died and the game has saved that queen will be respawned on load in the formicarium
- All sizes of whip spider capsule sizes reduced a lot (this prevents them spawning on top of objects when dropped into the formicarium but also meant more of them can get into a fight)
- Fixed a bug with pressing a tab after an overlay button

Improvements / changes
- Removed crystals from black ant tiles for minor performance boost
- Added biohazard symbol to tiles affected by refuse tiles in the upgrade overlay along with minus numbers
- Added in UI icons for tile upgrade, creatures and resources overlays to make it clearer they are available
- Army ant major frenzy effect now looks like a red glow rather than a cloud
- Added in an unlocked photo mode accessed through shift + photo mode key (F9 by default) - WARNING: Use of this will allow you to see off the edge of the map, under the floor, ect. We do not plan on changing these areas as they were never meant to be seen so bare this in mind.
- Tile upgrades overlay has seen a significant performance boost (75% reduction in frame rate drop)
- Creature info overlay has seen a moderate performance boost
- Held resources are now loaded held
- Fez hat now has physics
- Removed markers from the minimap on the hungry spider level
- Resources overlay will now not appear in the fog of war in freeplay, additionally some resources cannot be seen through the fog
high rated
Changelog for Update 0.21 (24 March 2020):

Freeplay Overhaul
- Freeplay has seen many changes and should feel very different now than it used to.
- Leaf cutters make their way to freeplay, along with climbable plants!
- New rainforest map Embankment
- Difficulty has been tuned and and extra difficulty option added that affects how quickly and how far the games difficulty will change
- Optional victory conditions have been added allowing you to set goals (these also affect the difficulty as you approach victory)
- Freeplay setups can be saved, and can also be shared via a string
- Ubers have been rebalanced bringing them to a fairer difficulty level. They have also been altered to be strong / weak against various enemy combinations
- As difficulty increases, creatures will now get stronger (rather than just more numerous) and will have much less food reduction

Extra Levels
- We will be bringing regular extra missions to the game apart from the main campaign. Here we have allowed ourselves more freedom to do things in a more game-like fashion rather than true to nature, like we strive to be in the story.The first 3 maps will be released a month apart!
- Aggrandise launches today! Command a Formica ereptor colony featuring the fierce trap jaw ants and carefully choose your targets as your colony grows large enough to take on a large foe!
- More are on the way - follow our social media for details!
- Third Tier Challenge Mode
- Phorid flies are tiny, inconspicuous-looking insects that could easily be mistaken for fruit flies but are far deadlier. They lay their eggs between the armoured carapaces of insects, in particular your ants, leading to a time where they will be less effective followed by inevitable death as the larva eats away at the innards.
- All ants have a chance of fighting off the flies when they are attacked, but level 3 mediae and majors have a 100% chance to fight them off.

First Tier Achievements
- We have also added a bunch of achievements for the first tier levels of the game. This includes New Home, Subjugation and the first formicarium challenge. Multiple achievements have been added for various difficulties and challenge modes. There are the generic achievements, such as finishing a level on a specific difficulty, but also tasks that have specific conditions to achieve. Check your achievements from the in-game menu.

Optimisation and Balance
- On top of all these additions there has been a raft of optimisation changes made that should also improve performance. Some areas have also seen balance changes including area-of-effect (AOE) attacks, insane difficulty on 3.2 Front Line and many others. Many of these changes are listed below.

Optimisations
- Projectiles have been significantly optimised (very noticeable with rapid fire wood ants)
- Substantially reduced the cost of rendering the Isolepis Cernua (spiky plant)
- And many more! See previous patch notes from beta testing for extensive details

Balance
- Black ants now take 20% less damage from AOE attacks
- 3.2 Front Line on harder difficulties will spawn less environmental creatures and more higher level army ants
- Formicarium challenge 3 has been made much easier on harder difficulties:
- Reduced the number of resource refills the enemy colony receives across various difficulties (now 0/1/2/4 down from 0/1/5/10)
- Reduced reload quantity to 1800 (down from 2000)
- Resource reloads will now appear gradually (10 per second) rather than instantly
- Reduced size of cricket drops on harder difficulties
- Damage falloff implemented on wood ant mortar, uber basic attacks and some whip spider attacks. This deals less damage the further away from the epicentre of the attack the creature is (reaching zero at the very edge)

Selected Improvements
- Multiple frame rate limits added
- Added an option slider for a darkened square behind resource counters for visibility
- Markers should feel more responsive with faster movement between different markers, more ants at the end of the marker and far fewer ants waiting at home to head to the marker
- Camera zoom now interpolates very rapidly
- Visuals added for leafcutter major auras
- Difficulty levels have been added for Formicarium challenges 1 and 2
- Trail calculations have been updated. Should lead to more ants at the end of trails, more consistent flows and less ants waiting underground
- And many more! See previous patch notes from beta testing for extensive details

Selected Fixes
- Significantly less ants getting caught on corners
- Corrected an error that could cause creatures to get stuck at the entrance to ramps
- A previously dormant patrol route behind the player’s nest has been reactivated in 3.2
- Fixed an issue where workers could survive their tiles being deleted if they have the “evasive” skill
- After purchasing a queen ability, all queen cool-downs need to recharge (prevents switching queen abilities during formicarium challenge exploit)
- Ladybirds now immune to many crowd control effects to prevent them being affected whilst eating an aphid
- “Attack when favourable” creatures (such as mantis and jumping spider) now take nearby allies into account when deciding to attack or not
- Improvements to ant crowd movement - particularly in combat
- Mole crickets now take room size into account when selecting a room to spawn in
- Improvements to collision detection with difficult shapes
- Battle arena now only removes creatures that are not in combat
- Ubers will no longer ignore the nest invasion setting in freeplay setup
- Moved all pebbles off walkable area in the original Hungry Spider level
- Fixed a visual error with the wood ant projectile splash
- And many more! See previous patch notes from beta testing for extensive details


Standalone installers updated:
- 25 March 2020: 0.2023 ⇒ 0.21;
- 30 March 2020: 0.21 ⇒ 0.2121 (no changelog).
high rated
Changelog for Update 0.23 (02 May 2020 / added 06 May 2020):

Freeplay Fixes and Changes
- Solved a bug preventing the 4 new ubers showing up in freeplay (they would be announced but not show)
- Landmark spawn rate with leafcutters reduced down to 200% (from 250%) as it was filling all available landmark spots causing landmark droughts on some maps
- Leaves now regenerate every 4m down from 5m
- Increased the number of landmark locations on Towhead by about 8 (and shuffled some around)
- Added a couple of central crossing paths into Towhead to allow better access to the new landmark locations from all spawn points
- Funnel web landmarks no longer spawn pebbles (eliminates a bug making ramps inaccessible if the web spawns near one)
- Fixed an issue where creatures could end up stuck on top of your nest in freeplay
- Uber spawn chance increased when playing Hunter victory condition
- Creative mode now automatically spends resources allowing you to harvest resources if you wish
- Wave number will no longer increase if defeated before the timer for the next wave starts in freeplay
- Added option in freeplay to disable difficulty increase when approaching victory
- Renamed a couple of difficulty options in freeplay
- Uber spawns now cause a minimap ping
- Funnel web landmark despawn timer will tick down 4x as fast if all its inhabitants are dead
- Funnel web spiders will not be given targets until they reach their nest
- Besieged victory now occurs on final wave defeat rather than just before spawn
- You can no longer save the game during an attack wave

Other Fixes and Changes
- Achievement fail and success messages are now off by default and can be turned on from an option in the menu or from the scoreboard (achievement tracking)
- Fixed a bug that could break formicarium challenge 2 if you kill the tube spawning ants too quickly after they spawn
- Fixed a bug that could cause a green riser to appear if you cancel a dig job the moment a cavern is tunnelled out
- Fixed more issues with creatures or food getting stuck under ramps
- Funnel web now has immunities to several crowd control effects
- Hungry Spider projectile is now visible again
- Hungry Spider mouse movement should feel a lot smoother however it no longer paths around walls so you need to manually manoeuvrer it
- Fixed an issue where Hungry Spider bite and venom strike were doing less damage than intended further from the centre of the attack
- Creatures with low visual range can now see enemies that attack them from further away
- Fixed some text issues
- Fixed an issue that could cause aphids to float (sometimes very high in the sky) when ladybirds attempt to pick them up
- Ladybirds will no longer try and escape once they have started picking up an aphid (they will escape after anyway)
- Fixed an issue with brood tile hotkeys not functioning correctly
- Massively reduced issues with chamber rep panel thinking the mouse is hovering over a chamber when it is not (worse at lower FPS)


There's a mismatch between update and installers version, don't know which one's correct:
Standalone installers updated (0.2121 ⇒ 0.213): 06 & 07 May 2020.
high rated
Changelog for Update 0.2131 (26 May 2020):

A new extra level is available now for Empires of the Undergrowth - Extremis. The aim is to survive all the waves - but you won't do it first time. After you die, you are given a number of points (based on how far you got) to unlock new units for your army the next time you play! You might need to reinforce your colony with some wood ant ranged units, or save up for the mighty tanks of the leafcutters!


Standalone installers updated (0.213 ⇒ 0.2131): 27 May 2020.
Update 0.30102 (27 July 2022)

Changelog:
Fire Ant Update OUT NOW!!
It's finally here, and we can't be more grateful for your patience. We hope you enjoy it!

Here's a moment we've been waiting for as long as you have - we're burning with joy to be releasing the fire ant update to everyone! Let's keep this introduction short, because I'm certain you want to dive right into that lovely swamp as soon as you can. Here are the full patch notes for the update.

Patch Notes - The Fire Ant Update

The Fire Ants Invade!

Fire ants are nothing if not adaptable to new challenges. These swamplands that young queens, fresh from their nuptial flight, have landed in are not in their native range. The changing, often-flooded environment will test their flexibility to the limit.

- A whole new formicarium tier, featuring 2 new documentary scenarios:
* 4.1 Cold Blood: a newly-settled fire ant queen must deal with the threat of the amphibians & other denizens of the green swamp
* 4.2 A Bridge Too Far: use the fire ant’s abilities to traverse water and reach all the resources you can, whilst an ominous shadow looms overhead

- New focal ant species: fire ants (Solenopsis invicta) which come in two soldier variants:
* Pervasive fire ants will respawn for free after a while
* Vigorous fire ants will have a buff to their stats for a time after spawning
* The tiles of both variants can support 2 ants at a time at level 3

- Fire ants introduce several new ant skills:
* Bridge building: fire ants can build floating pontoons over water to reach resources previously unplundered, but beware of changing water levels!
* Aphid relocation: relocate yellow aphids from distant milkweed plants and bring them closer to home for a reliable source of honeydew, but other colonies may not like that!
* Titan climbing: very large new enemies can be climbed for extra damage!

- New auxiliary ant species:
* Big-headed ants (Pheidole morrisii) have an ancient genetic variant waiting to be awoken
* Little black ants (Monomorium minimum) use a chemical threat display called gaster flagging

- New swamp environment
- A menagerie of new swamp-dwelling critters with unique stats & abilities
- New voice acting from the narrator & scientists
- New music for our dynamic conductor system


Formicarium Challenge 4 Awaits!

Once you’ve completed the documentary scenarios and are back in the formicarium with your rewards, the fire ant soldiers will make a fine addition to your collection. Add them to your formicarium to help you with the challenges ahead! They have 4 formicarium upgrade options:

- Surefooted: gains extra attack damage when mounted on an enemy
- Evasive: gains a small chance to take no damage from a hit
- Last Stand: at zero health, will survive for a short time longer with reduced attack speed
- Last Laugh: upon death, the fire ant will deal high damage to its closest enemy if in range

After you’ve completed your upgrades and stocked up your resources, the scientist has an idea - and he’ll take the opportunity to put it into action. As always, Formicarium Challenge 4 will be a climactic test of your colony’s prowess and your own skills as a player, so be prepared.


Other Changes

- Buried creatures (! & ? icons underground) will now display on the minimap
- Additions to the minimap & more consistent minimap pings
- Woodworm & woodlice will now appear as food on the minimap
- Escape key will now close the in-game menu
- Made Formicarium Challenge 3 a little easier on Hard & Insane
- Holding Insert & PageUp keys now rotates the camera view 90° left & right respectively
- Added a quick build / upgrade tool which detects nearby tile type to use, thumb mouse button by default
- Delete tool can now be used on tiles where building has not yet started
- Added an entirely new set of icons for the Formica ereptor
- adaptations menu
- Added a check for progress file corruption on game startup. If detected progress file is wiped and a new one made
- Added victory & defeat images for Beetle Rise Up! & the Hungry Spider levels
- Power-scaled creatures will have a star next to their health overlay displaying their scale level (currently only used in freeplay and some extra levels)
- Creatures will now correctly display the status effect they are currently experiencing
- Renamed worker "evasive" ability to "nimble" to avoid confusion with fire ants
- Formicarium level setup rewards on gateway levels now appear as zero before difficulty select
- Clicking an active underground minimap tab will now take you there from the surface
- The Promised Land demo level reinstated
- Moving buried creatures will now throb on the minimap
- Dead harvestable creatures in the Battle Arena will now not sink for 2 seconds
- Credits updated


Fixes & Optimisations

- Colony rehousing will now give the correct jelly amount for level 3 tiles (previously it was counting level 3 tiles as level 2)
- Fixed an issue where wood ants could get stuck in a deployment animation when a line-of-sight check was failing
- Huge improvement to render times for all 2D overlays (upgrades, health, food, etc)
- Numerous optimisations to swarming, pathfinding & movement
- Numerous optimisations to rendering for many individual assets
- Fixed an issue in Battle Arena where some ant levels weren’t working
- Fix for a rare pheromone marker crash
- Fixed a rounding error causing incorrect number of creatures to spawn in battle arena
- Fixed an issue where creatures dying mid-air had their food collection point far from their corpse
- Fixed an issue causing underground tile highlighting to stick on some tiles
- Connecting bridge in the interlocking formicariums will now load correctly


Localisation

- Updated, fixed and changed many interface & game narration lines in existing localisations
- Various menus & UI elements adjusted to allow for translations that were the wrong size for them
- Font changes for CJK languages
- Added 7 new officially-supported localisations. These are:
* Czech / Čeština
* Spanish / Español
* French / Français
* Korean / 한국어
* Japanese / 日本語
* Dutch / Nederlands
* Polish / Polski

Known Issues
- Extra level Extremis is currently crashing on launch (caught this one too late to re-package the project in time; will be fixed for the next patch)
Post edited July 29, 2022 by ariaspi
Update 0.320031 (21 December 2023)

Changelog:
The Custom Game & Achievements Update is OUT NOW!
New custom game levels, new achievements reworked difficulty settings and more!

New custom game / freeplay maps! Achievements! New difficulty options! More generous mission rewards! This major update for Empires of the Undergrowth brings in a whole bunch of new stuff, and also puts us in good stead for the final chapter and full release coming in 2024. Thanks so much to everyone who’s been helping to test all the additions over the past few weeks.

https://www.youtube.com/watch?v=Bj0msTbh1JY

Headline Features

New Custom Game Maps! The 2 winners of our summer map design contest have been completed & added to the game, as well as one more
o Imprisoned, based on a design by 鶴轟 - a swampy area that floods & drains, opening up easier access to other resources & colonies
o Strawclutch, based on a design by Noctazar - tightly-packed nests around central resources in the swamp ensures intense skirmishes with neighbours. Comes with a map option for wider-spaced nest locations
o Sand Spit - a sandy peninsula designed for a 3v1 setup, where the single colony has an uphill battle ahead of them

Achievements! There are now over 100 achievements for all aspects of the existing story mode & seasonal levels
Reworked Difficulty Settings! More resolution in lower difficulty settings with more linear gradation as they increase
o Easy, Medium, Hard, Extreme & Impossible are the new difficulties, with new Easy a little easier than the old, & Extreme being where old Hard was. Impossible is the new name for what used to be Insane


Other Additions & Changes

Mission Rewards
• Mission rewards increased significantly:
o Rewards for a repeated play of a mission increased
o Rewards for playing on higher difficulties increased
o Consolation rewards for a defeat increased
o Easy, Medium & Hard - although these difficulties are easier than before they provide the same rewards they used to
o Extreme - although as difficult as Hard used to be, it will provide the same rewards that Insane did
o Impossible - although as difficult as Insane used to be, it will provide more rewards than Insane did


Creature Changes
• Pine woods tree frog now climbable
• Uber hermit crab is now climbable
• Uber red velvet ant is now climbable
• Uber mole cricket is now climbable
• Young velvet worm is no longer climbable
• Improvements to climbing points on hermit crabs
• Small harvestmen now become food on death
• Jumping spiders now become food on death
• Ladybirds now become food on death
• Young praying mantis can now only be harvested by 1 ant
• New beach creatures now spawnable in Battle Arena
• Level 3 leafcutter mediae & majors can now remove a phorid fly ever 2 minutes (down from 3)

Custom Game Changes
• Leafcutter colonies in custom games now start with 19 queen tiles, meaning more workers / minims & increased fungus capacity
• Creature resource quantity slider added to freeplay options, allowing players to make creatures in their game drop more or less food if they like
• Restart button added to custom game defeat screen
• When spawning attack waves, freeplay director will now choose larger creatures to spawn if none can be found in the smaller creature options
• AI harvesting process now considers the average of total & ants alive when deciding where to harvest & not just enemy ants alive
• AI colonies on Towhead & Embankment will hide for a time after a flood
• More creatures should spawn at the start of a custom game when using singular spawning
• Environmental enemies ramp up faster in singular spawning (including skirmish)
• Adjustments to nocturnal / diurnal spawn timing in custom games
• Freeplay now starts with a default save name

Graphical Changes
• Default FPS is now set to 60
• Updated beach loading screen to use new assets
• Arcade button graphics updated
• Improvements to the living sea urchin decorative asset
• Seaweed models updated in 2.1 & 2.2
• New hat for the sand bear wolf spider

Localisation
• Many updates & fixes for existing languages
• Support added for the following languages:
o Hungarian
o Italian
o Portuguese
o Turkish
o Traditional Chinese
o Ukrainian


Other Changes
• New early game objectives added to 3.1 The Harvest
• The idea here is that the early objectives act as a mini tutorial, so the player has a good-sized leaf & refuse chamber before encountering the enemy colony. Shouldn’t interrupt established gameplay otherwise
• New narrator dialogue added regarding leafcutter refuse storage
• Formicarium Challenges now have names instead of numbers
• Visual pulsing effect when the queen is at low health & has recently taken damage (can be disabled in Advanced Options)
• Minor Improvements can no longer be applied mid-mission
• If a creature cannot transfer to the surface it is now killed instead of just being left underground to try again (for example, when exiting an enemy nest after water has risen)
• Creatures no longer heal in the formicarium after purchasing an ability
• Formicarium Challenge 3 (now called Possibly the Final Experiment):
• Easy difficulty now slightly easier
• Enemy queen no longer has abilities on Normal as well as Easy
• Mole crickets & praying mantises no longer have food reduction on harder difficulties
• Adventure: leafcutter supermajor can no longer climb creatures or carry food
• Extremis: food from killed creatures increased
• Extremis now uses newer ability icons
• The Culling: tripled food from spawned creatures
• The Other Foot:
• More time given on Impossible (previously Insane) difficulty
• Food drops from spawning creatures build up & spawn with the next drop
• The Crucible demo level now has difficulty settings
• Spider levels:
o Added sound effects to spider abilities
o Increased healing from Devour by 17%
o Increased max health gained by Bite level
o Hungry Spider: reduced uber wolf spider’s attack damage (down from 410 to 150)
o Hungry Spider: added some queen corpses with 60 food each near the uber wolf spider
o Festive Spider: early game a bit less difficult with more food
o Festive Spider: waves rebalanced in several spots


Fixes
• Fixed environmental creatures with singular spawning not attacking each other
• Enemy colony health bars are now properly hidden in fog of war
• Adventure-specific UI elements no longer overlap the huge whip spider health bar
• UI elements no longer visible when photo mode is on during a victory animation
• Fixed depth of field for cinematic cameras in several places
• Minor improvements are now applied to fire ants at point of purchase
• Adaptations panel jelly value will now update on purchase of minor improvements
• Formicarium Challenge 4 (‘The Final Experiment’) victory camera positioning fixed
• Fixed some old beach style level tunnel exit to use the old one
• Fixed the wrong loading screen showing in some situations in a custom game
• Fixed some huge creatures & hybrids appearing to resurrect after a formicarium reload
• Fixed long creatures adorably chasing their own tails (sorry!)
• Fixed a crash when colony 2 was empty in a custom game
• Hermit crab shells & spider hats no longer receive decals
• Pressing Esc during difficulty selection will no longer lead to a UI overlap
• Fixed an issue with dragonflies that could cause a slowdown over time
• Fixed a problem in Festive Spider where an upgraded tower could be knocked back
• Fixed a crash when a creature firing a projectile was deleted before the projectile lands
Update 1.000022 (4 July 2024)

Changelog:
We've released the first patch of fixes and changes for Empires of the Undergrowth, following its release into 1.0 last month. This deals with most of the more common issues that have been reported - more patches of this scale and type are likely to come in the near future.

Thanks to everyone who's been helping to test this patch in the optional beta over the past several days!

Changes
- 5.1's titans can now spawn in huge creature landmarks in freeplay
- Added a system to restore saves from backup in-game rather than manually (not yet localised)
- Added some extra protection when reloading or quitting the game when defeat rewards are being saved
- Increased save backup number to 5 (up from 3)
- Bullet ant tech tree video added
- Scroll added to behaviour toggles box (will only appear when needed)
- Added more recent localisation for Polish and Czech
- Updated lighting for custom game levels and extra levels, and changed some underground tile grids to the new ones
- Whip spider main menu icon is replaced if arachnophobia mode is active
- Added arachnophobia hats to hybrids
- Creature stat list can now show percentages to a single decimal point

Fixes
- Reduced chance of all backups corrupting
- Fixed some small reverb problems in Tier 5 lab music
- Food taken from dead critters should now look closer to what it comes from
- Wood ants now turn to their targets before each shot
- AoE resistance now displays as a percentage in the Inspect tool
- Creatures mounted on another are now killed when shaken off and landing off the tile grid
- Fixed low resolution shadows in Tug of War 3
- Large underground creatures in 5.1 and 5.3 can now only demolish a tile if at least one of its neighbours is demolished
- Quadrupled VRAM allocated to overground tile grid textures - should improve issues when rapidly moving camera around the map
- Inspect tool health-per-second now includes buffs (such as the Matabele medic aura)
- Fix for whip spiders rapidly pinging from their creature encounter narration in 3.2
- Bullet ant species hex now used in the improvements menu
- Allowed marker placement through some plants that were blocking it in 3.2
- Matabele colonies should now always drop termites when they sell a tile
- Creatures that reach zero health while mounted will always drop to the floor to actually die
- Water on the minimap removed on 5.3
- Termites will no longer take sun damage in the ending cinematic of 5.3
- End game messages now say the NG+ level that has been unlocked if this is not the first NG+ completion
- Corrected some issues in the credits
- Fixed a ping issue in Occupation 2
- Texture size optimisations (should help with some blurry issues)
- Skimmer in Battle Arena will now fly and land when there are enemies at the midpoint
- Fixed some overhanging moss in the final formicarium / terrarium
- Fixed an issue where loading a damaged creature with a star level would restore its health
- Prevented ants walking into a rock in 5.1
- Fixed an issue where several ants hatch costs were being affected by upkeep in custom games
- Fixed an issue where bullet ant lean pupation was not applying in custom games
- Fixed an issue where UI scaling 150% would cause formicarium rewards to be off the bottom of the screen and hence unselectable
- Fixed an issue where Matabele colonies would drop seeds instead of termites when an upgrade was cancelled
- Speed chambers now drop lignocellulose for termites and termites for Matabele when sold
- Fixed an issue where food refunded into storage chambers owned by Matabele ants was seeds (and hence was worth a lot less)
- Great blue skimmer displays health in battle arena again
- Fixed an issue where ants would leave via the top of a tunnel exit on Strawclutch
- Fixed an issue where poppy plants would appear on some custom game levels when loaded that were not meant to be there
- Earwig nymph can no longer spawn as part of a wave in freeplay
- Fixed an issue where huge creature landmarks if they could not find a slot could cause all other landmarks in the current queue to not spawn
- Fixed an issue where under some circumstances less lignocellulose would spawn than was supposed to in custom games
- Fixed some issues preventing AI controlled Matabele ant colonies from hunting termites
- Lignocellulose landmarks now can only spawn weaker termites early game, ramping up to larger ones later game