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Undead Horde 2: Necropolis News

0.8.3 - Necrodome Available!



Alright, this is our first post-holiday update. It includes the Necrodome which went into beta before the holidays and the fixes and improvements we made last week.



The Necrodome is an endless challenge mode with highscores and leaderboards. You can fight against the enemies you've encountered in the biomes you've conquered. Currently two biomes are open Swamp and Forest.



You'll get the item required for Necrodome reconstruction through a quest or - if you're past that point in game - by talking to one of the Nobles in the Necropolis.

At the moment we're working on finailzing Part 3. If everything goes to plan, it might be in beta by the end of the week!

Here's the change log:

  • Changed the way affix multipliers are calculated, they no longer give exponential benefits.
  • Enemies don't target corpse candles (can still be hit with aoe etc)
  • The game no longer hangs when opening inventory while dying
  • Better progress info for Necrodome
  • Horde Info: added dismiss wounded and dismiss all of type buttons
  • New Music & more diverse music usage
  • Fixed quests not progressing with the Quest Item in the inventory
  • Arcane Firewall deals Fire damage now
  • Added a couple of item affixes
  • Allow worldmap travel from anywhere if tile cleared and veinpoint activated
  • Fixed Necrodome reward bug
  • Changed Necrodome survival achievement from time to waves killed
  • Enemies eventually aggro further in Necrodome
  • Blocked player getting stunned
  • Fixed book of horde compare bug
  • Added option to not pause and mute game when focus lost
  • Hiding unit house switch gamepad tooltips when only one house built
  • Blocked getting 'Party Pooper' and 'I Will Be Back' achievements in necrodome
  • Not increasing killed/raised/etc game stats in necrodome
  • Fixed some collider bugs in Necropolis
  • Fixed tower damage text spawn and adjusted all spawns a bit
  • Show summoner's affix effect on summon item's description
  • Unblocked some affix combos
  • Merchant UI tweak and shuffle when leveling up
  • Fixed gamepad tooltip overlapping on worldmap
  • Fixed typo in tutorial
  • Right/Left Hand -> Main/Off Hand
  • HUD draw tweaks
  • Reduced Mummies' damage
  • Reduced strength of thorns-rune
  • Freezing monoliths no longer deal constant damage
  • Freezing monoliths cause units to take additional cold damage from attacks
  • Runes affecting summoned temporary units as well
  • Fixed Beast Master spawning poultry in the woods
  • Hierophants targeting support units
  • Adjusted hierophant/bard targeting priority
  • Destroyed buildings throw loot forward
  • Added construction worker skeleton to current EA block
  • Improved some texts
  • mproved unit targeting AI
  • Fixed issues with units attacking obstacles
  • Fixed crashing issues
  • Soul Jars should no longer spawn at unreachable locations"
  • Crash bug fixes

Happy Holidays: Necrodome Now in Beta!



Version 0.8.2.13 is now in beta - it includes the first version of 💀Necrodome💀! A kind of beta holiday present to you all :) It's work in progress and there's much to be done still, but you should be able to compete on leaderboards already. However, please note that leaderboards will be reset from time to time as the mode develops.

Instructions on how to access the beta branch: https://steamcommunity.com/app/2065810/discussions/0/3720566578371791473/

At the moment the second noble in the city can open the Necrodome for you, so you need to reach that point in game. There may be a proper longer quest for the Necrodome reconstruction at some point too.

It will be interesting what kind of tactics and builds people come up with. There are probably some particular builds which work especially well in the dome. Try it and discuss on Discord or on the forums! Note that our activity will be probably quite low from 22nd Dec until 2nd Jan as we take a holiday break at 10tons.

The goal of the mode is to let players try a different kind of game mode with their horde. However, bear in mind this is not the main mode of Undead Horde 2 so it won't be expanded extensively. We hope to create a fun "test bench" mode for your current horde setup where you can test your build against infinite waves of living and get a high score based on that.

There are some other updates & fixes as well in the beta but we'll get back to those once we move this into default. You can see them in-game already.

As mentioned earlier, we'll be taking the next week off and we'll be back on 2nd Jan. This means during 22 Dec - 1 Jan our responses might be very delayed and there'll be no updates. We're also keeping the Necrodome in beta branch during the holidays as it might still have some bugs we'd like to zap out and we can't get back to that on full power until Jan 2nd.

May the holiday season fill your skull with magic, your ribcage with arcane fire, and your unlife with the clattering of icy bones!

Major Update #1 Opens Part 2 of Campaign

Great news: Part 2 is now open and roughly doubles the available content! That said there's a lot more to come: Parts 3 and 4 for the campaign, endless game mode Necrodome and a challenging NG+ after the completed campaign. Overall Undead Horde 2 will have a good bit more content than the predecessor. We'll also keep listening to community feedback to improve the game overall as we continue preparing Part 3 for opening.

Currently we're working on the Necrodome and we hope to release a beta version this week! Part 3 opening will most likely happen in early January after a short holiday break starting late next week.

Anyways, some highlights from Part 2:

[h2]New Units[/h2]

Introducing the Mummy, the Bard, the Hierophant, the Wolf and the Scorpion.



[h2]New Areas[/h2]

Venture into the Sands of Kook and deeper into the Elven Lands.



[h2]New Enemies[/h2]

Face new enemies like the scorpions lurking in the caves below the desert.



And here's the detailed change list:

  • Opened up the second part of the campaign and related content
  • Added Skeleton Bard unit
  • Added some achievements
  • Reduced Necromancer starting hitpoints a bit
  • Restricted portal/veinpoint travel between biomes
  • Reduced Zombie HP
  • Increased Zombies' weakness to fire
  • Weakened Painless Death-talent
  • Improved Undying Horrors-talent
  • Fixed unit building upgrade description texts to match actual unit values
  • Updated skele unit descs
  • Added missing affix prefix
  • Town Hall upgrade prices increased
  • Added empty option to unit statue selector screen
  • Disabled monsterpedia until player has seen some more enemies
  • Renamed Frozen Obelisk to Freezing Monolith in quest desc
  • Fixed player unit type bug
  • Fixed rune quest getting stuck
  • Fixed quest item duplication bug
  • Fixed unit building UI bug
  • Fixed f1 reporter super-updating game
  • Fixed key names
  • Fixed Golas not turning toward target
  • Fixed profile delete buttons hiding with gamepad
  • Fixed active talents text draw overflow




Part 2 Now Open in Beta

Part 2 is now open in the beta branch! The Part 2 will take the player deeper into the Winterlands, into the Desert and then again further into the Elven Lands. There are a lot of new units to be unlocked and new enemy types to meet.

How to access beta branch: https://steamcommunity.com/app/2065810/discussions/0/3720566578371791473/

We'll be announcing this as a large update when it moves to default, but we'll keep it as "news" in this beta update. As at least 2.5% of players seem to play the beta branch, so we'll keep announcing when stuff moves into beta.

Here's the change list:

  • Opened up the second part of the campaign
  • Added Skeleton Bard unit
  • Added some achievements
  • Reduced Necromancer starting hitpoints a bit
  • Restricted portal/veinpoint travel between biomes
  • Reduced Zombie HP
  • Increased Zombies' weakness to fire
  • Weakened Painless Death-talent
  • Improved Undying Horrors-talent
  • Fixed unit building upgrade description texts to match actual unit values
  • Updated skele unit descs
  • Added missing affix prefix
  • Town Hall upgrade prices increased
  • Added empty option to unit statue selector screen
  • Disabled monsterpedia until player has seen some more enemies
  • Renamed Frozen Obelisk to Freezing Monolith in quest desc
  • Fixed player unit type bug
  • Fixed rune quest getting stuck
  • Fixed quest item duplication bug
  • Fixed unit building UI bug
  • Fixed f1 reporter super-updating game
  • Fixed key names
  • Fixed Golas not turning toward target
  • Fixed profile delete buttons hiding with gamepad
  • Fixed active talents text draw overflow


We're hoping we could move part 2 to default branch later this week and maybe bring something new and exciting into beta. Stay tuned for updates!


Monday Update

We've now moved the first update into default branch so it'll be available for everyone without opting into beta branch. It included all kinds of fixes and changes mostly from community feedback - thanks for those! The details are here: https://store.steampowered.com/news/app/2065810/view/3610228455162964350

We're currently testing the release candidate for Part 2 major update. Here's a list of some new achievements we just entered into Steamworks and they'll be available for completion in the update very soon. Stay tuned!