Changes & Fixes - Empires of the Undergrowth Patch 1.1010742
This patch is the full release of what we’ve been testing in the optional beta - thank you very much to everyone who has provided feedback over the last few weeks on that. It makes several changes and fixes to various things that cropped up since the release of 1.1.
After this patch it will be a while until the next one, to allow some of the dev team to work on UI and controller changes. During this downtime we’ll also be working on ways to optimise, automate and speed up our packaging processes for the future.
[h2]Empires of the Undergrowth V1.1010742[/h2]
[h3]Changes[/h3]
[h3]Fixes[/h3]
Special thanks to tibikee on our Discord for the screenshot used in this post.
After this patch it will be a while until the next one, to allow some of the dev team to work on UI and controller changes. During this downtime we’ll also be working on ways to optimise, automate and speed up our packaging processes for the future.
[h2]Empires of the Undergrowth V1.1010742[/h2]
[h3]Changes[/h3]
- Exploding creatures will now always hit their initial target as well as performing an area-of-effect blast (will ensure they hit very large creatures)
- Significant optimisations made to VRAM usage across the game, with the intent of decreasing load time and artifacting (more to come)
- Significant optimisations to textures (more to come)
- Removed falloff from exploding creature damage so it now does the same damage at the edge of the explosion as it does in the centre
- Exploding termite AI colonies will now start with some food storage already in place
- Myrmecia ereptor now appears in the level selection screen
- Myrmecia ereptor now shows in the end-game victory cinematic animation
- DPS values for new colony creatures now show when selecting them to build. Please note that these values do not account for the explosion as the DPS on that would skew the results in a way that is not representative of the actual creature’s regular attack
- Disabled Bomb Mode in the tutorial and Beetles Rise Up! and both Enemy of my Enemy extra levels
- Bombs should now spawn from all non-colony creatures in all levels if Bomb Mode is active
- Disabled leafcutters in Remix versions of new extra levels for the time being - some deeper changes are needed to get these working
- Swapped position of rufa and atta in custom colony setup
- Army ant’s food items have been better hidden in Front Line and No Ant’s Land
- Nudged queen to a more pleasing position on Excavators extra level
[h3]Fixes[/h3]
- Fixed an unharvestable leaf on 3.2 Front Line which was blocking an achievement
- Fixed exploding ant ability Persistent Secretions - damage is now 50% of base explosion damage over 4 seconds as intended
- Exploding ants and termites are no longer revivable by Matabele medics if they have exploded
- Fixed custom game autosave happening even when that option is disabled
- Fixed an issue that would relocate singular ants without neighbours to the nest group on loading a custom game
- Fixed an issue with food types dropped from a killed colony not changing to something useful for the killer in custom games
- Fixed Matabele ants never leaving the nest in custom games if no termite colonies are present
- Repositioned some problematic landmark spawn points on Drive Them Back (custom game version)
- Queen danger termite voice line now plays for both termite types
- Fixed assassin bug victims t-posing
- Fixed bomb toggle not appearing when it should
- Fixed tunnel exit texture on Babysitting extra level
- Fixed hat position for the two ereptor queens
- Added missing audio tracks to the Supporter Pack MP3 & WAV folders
- Fixed a Steam overlay issue
Special thanks to tibikee on our Discord for the screenshot used in this post.