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Empires of the Undergrowth News

Vlog 6 - Difficulty Selection Changes, Map Contest

In Slug Disco Vlog 6, Mike goes over changes to the difficulty settings for EotU and also the map contest that is currently running. We're expanding difficulty to have 5 options instead of 4, with better gradiation between the lower ones - this should help people who want to step up or down to a different difficulty get a better feel for that.

Except for the most difficult, of course, now renamed to 'Impossible'. That's just as punishing a challenge as it ever was!

Dan also gives a brief update about 3 of our other publishing projects - if you want to skip the section about the other 3 games and get straight to the EotU content, the timecode is 1.44.

[previewyoutube][/previewyoutube]

July 2023 Newsletter

Thank you everyone who has supported, tested and played the recent release! We're very happy with the reception, and it sets us in good stead to press forward to the completion of the campaign. There are some issues that have cropped up, and those are at the forefront of the next patch that is likely to come in a few weeks, along with some other stuff.

A six-spotted tiger beetle swarmed by fire ants by Gimpsimian on our Discord

This newsletter will mainly concentrate on what you can expect from that next patch, and what is more likely to trickle in over some smaller patches afterwards. The team is very keen to press forward with completing tier 5 now, so that is their primary focus - but there are some other things that will be coming very soon.

The 0.31 Update


This was an unusually large update - the patch notes themselves took over an hour to write up! There were some fairly large changes to the game, and we're glad to say the changes have (mostly) been well received. There's always anxiety when pushing an update that makes some fundamental changes and of course we didn't expect everything to be universally accepted across the board, but things went better than expected in that regard.

[previewyoutube][/previewyoutube]

Whilst everything is now in place with respect to the freeplay AI changes, it's clear that there's still some work to do there and we'll detail that in its own section after this one.

Almost everyone seems to be enjoying the new beach artwork - with one exception, the dead fish asset! The new one is higher fidelity and is more fitting for the rockpool setting, looking partially decomposed and consumed. I think the fact that people can no longer imagine dropping the fish straight into a hot skillet with some chilli oil and crushed garlic may account for some of the disgust!

[previewyoutube][/previewyoutube]
Billy Bass is so done

There’s a few more tweaks to come for the beach art - some seaweed has recently been added, and we want to make some changes to the living sea urchin before we move it to make it a bit more visible! You can currently see the sea urchin by going into photo mode and looking at the far east of the map in 2.2 Queen of the Hill.

A sea urchin!

While we're on the topic, I thought I'd just write a paragraph about our versioning convention. Although the build number of the most recent release starts in 0.31, that does not mean the project is only 31% complete. When we release the final campaign levels we'd be at version 0.4 with the current rate of versioning, but it'll just be that during testing - when we release it completely to the world, what by this convention would be 0.4 will be 1.0.

It was never a linear or particularly well-documented convention. If this all sounds convoluted and weird, that's because it is.

Further AI Improvements


The new custom game AI system is vastly improved over the old one in all aspects - it can plan attacks, help allies, guard resources and make analytical decisions on when to attack or defend. As part of this, we felt some confidence in changing the way cheats are applied to AI.

Cheats were always intended to help make up the shortfall that an AI colony has compared to a human player, and we’d hoped that the much more capable AI would need significantly less help. Whilst this is generally true, it’s clear that there’s some ways to go in optimising the AI and helping it with getting the best out of its new brain.

It’s now a modular system, and new behaviours (processes) can be bolted onto it. Liam, who has coded the new system, would like some feedback on how it can be improved, but there is a caveat - he is keen to continue working on tier 5 from now on and therefore additional time he gives to the custom game AI needs to be carefully thought out.

AI leafcutter colony underground construction

An example of a process that would likely help out the AI is one that would allow it to harvest food from defeated colonies - that would take quite some time to implement, so decisions on making new processes like this will be more carefully considered before being put into development. However, some changes are very quick to make and these are likely to come first.

We are interested in feedback on the ordering and priorities that individual colony types should have. An example of this was done during the beta test - leafcutter ants were told to only make minor workers until their first chamber is completed, and this better organises their priority list. These kinds of changes are very quick to make.

If you have suggestions (for all kinds of colony) please post them on our discussion boards with an appropriate title. I’ll be collating the feedback and presenting it to Liam, who will decide which simple changes are best and which are worth investing some more development time to make new modular processes.

Coming Soon


The roadmap we released back in May has been mostly fulfilled, and when the time comes to update the roadmap again we'll be expanding and detailing what's left to complete to get us to 1.0.

Done that, done that, haven't done that...

It's looking very much like the "true interim update" that is detailed on the left-hand side will indeed be broken into several updates that will come over the next few months. Some things are just around the corner, and we’ll detail those now.

[h2]Achievements[/h2]

A full achievement list for the rest of the currently existing game is very close to being ready, so this is one of the first things that will arrive! There will be achievements for all of the campaign levels, as well as some special ones for seasonal levels. Perhaps we can tempt you back to the Festive Spider level later this year with this one?

[h3]Some Naughty Some Nice - beat the Christmas spider level with at least half the gifts remaining under the tree.[/h3]

...or maybe you’d prefer this one for 4.1 inspired by a classic British dish?

[h3]Toad In The Hole - tunnel out all underground food by the second night and beat the level on hard difficulty.[/h3]

All told, we’re shaping up to have well over 100 achievements for those of you who like to go hunting. There’s both the more standard ones (ie, beat level X on difficulty Y) and the more fun ones like Toad In The Hole detailed above.

[h2]Freeplay Maps[/h2]

There is at least one freeplay map arriving shortly, but it isn’t the one that’s on the roadmap. That one - Wetlands - is currently awaiting the completion of being able to save fire ant bridges in a custom game.

That’s a more complicated task than it may appear, and for that reason we may release a beta version of a swamp map that has fire ant bridging with the proviso that level saving will, initially, be disabled for it.

That way, we can gather some feedback about how bridges (and competing fire ant colonies trying to build bridges) work in a custom game before the saving system is fully completed - do you think that’s a good idea? Would we be better off just waiting until things can definitely be saved, or would you be okay with testing a custom game map without being able to save it? Let us know in the discussion forums.

[h3]Sand Spit[/h3]

So let’s talk a little about the map that is much closer to being completed, and it’s a quite uniquely shaped one - Sand Spit, which is designed with skirmishes in mind (although you can absolutely play any freeplay setup on it) in a 3v1 format.

Sand Spit from the player's side (work in progress)

The player colony lives on a spit of land protruding from the edge of the mainland. With this unusually asymmetrical layout, the map still has the characteristic lower ground that is awash (pun intended) with resources that carry that inherent extra flood risk.

Sand Spit overview (work in progress)

As you can see from the top-down overview, the map is clearly intended to be played against 3 enemy allies - their nests are close together and they’ll be gathering resources mainly from the same area. You can absolutely alter the setup to have every colony for themselves, but it’ll be a little cramped over there on the mainland if you do that!

Sand Spit from the enemy alliance's side (work in progress)

We’ll update you all on the progress being made on getting fire ant bridge saving working closer to time - but for now, Sand Spit is very close to completion and it’s looking very likely it’ll be arriving sooner rather than later.

[h2]Not Coming Immediately - Tier 4 Challenge[/h2]

For the time being, tier 4’s challenge mode is being pushed a little further down the schedule.

It’s an important addition and we want to do it justice, but we thought we should let you know that the plan is currently to circle back round to the fishing spider’s debut once the current development push for tier 5 is further along. All 3 of the developers and our environmental artist are now focused on the final formicarium tier - we don’t want to lose the good momentum we’ve recently been building on that front.

SimFest 2023


Starting on the date of publication (20th July, 2023) Empires of the Undergrowth will be taking part in SimFest 2023 on Steam! The game is currently at a historic discount of 20% off, and if you’ve somehow read all the way through this newsletter without owning the game already then firstly, I salute you, and secondly I thought I should let you know about that!



Most of Slug Disco’s other publishing projects are also involved in the festival - Ecosystem, Adapt and Horticular are all present and correct.

Gamescom 2023


Empires of the Undergrowth will be at Gamescom 2023 in Cologne, Germany next month! The entire team will be there, so if you’re attending then please drop by to say hi. There will be more details in next month’s vlog which will be closer to the time.

Screenshot Central


If you’d like to submit a screenshot for this part of the newsletter in the future, by far the easiest way is to join our Discord and post on the appropriate screenshot channels. You can also upload to the Steam Community page, and I will occasionally scroll through there looking for some standouts. To get great screenshots, hold shift whilst you enter photo mode (F9 by default) - this will uncouple your camera from the ground and allow you to get some better angles on the action.

A green lynx spider is mounted by fire ants from NappyB_TheDankest

Ratatouille - EotU edition from Gimpsimian

The amblypygid's end, also from Gimpsimian

20% Daily Deal Featured Sale!

Empires of the Undergrowth is featured on the front page of Steam today, with its first ever 20% off sale. The discount will run until July 29th. Come check it out!

https://store.steampowered.com/app/463530/Empires_of_the_Undergrowth/

V0.31 OUT NOW - Freeplay, New AI, Beach Art, Story Balance & more

It's time for a big overhaul of freeplay, a whole bunch of new art, and a campaign rebalance! Welcome to Empires of the Undergrowth version 0.31, and thank you to everyone who has helped test it for the past week and the focus group who have been on it for the past month or so.

Watch the video for a breakdown of the major new features!

[previewyoutube][/previewyoutube]

This is part 1 of the update - we are immediately launching into finishing work on part 2, and now that everything is in place and working, we can work on improvement and tweaking. So, once you've given it a spin, head on over to the discussions and let us know what you think could be done to improve the AI and balance of the custom games in general.

Patch Notes - July 14th 2023


[h2]Headline Features[/h2]
  • Smarter AI - much cleverer freeplay colonies, with a new modular AI system
  • Freer Freeplay - new freeplay features, new uber creatures!
  • Skirmish Mode - quick-to-setup game vs AI colonies based on freeplay
  • Prettier Artwork - for beach story & freeplay levels, & some creatures!
  • Campaign Balance - the campaign has been rebalanced with many changes
  • Mount Your Enemies - many more enemy creatures can now be climbed by your ants!

[h2]Freeplay / Custom Game[/h2]
  • Freeplay now lives in the Custom Game menu with the new Skirmish setup mode.
  • Freeplay AI completely reworked
    • Much more intelligent building & food collection priority
    • Assists allies under attack & plan coordinated attacks
    • Guards resources, steals aphids, harrasses opponents
    • Nest designs tailored to species & room location
    • New build priority system for different species
    • Build orders adapt to storage & battle needs
    • Will hide from rising water on applicable maps
    • Customisable temperament & reactions
  • Streamlined setup mode called Skirmish
    • Quick battle setup vs computer-controlled colonies
    • Emphasises colony vs colony combat with conquest victory condition
    • Preset landmarks & creature spawns
    • Generally shorter form games
  • New landmarks
    • Huge creatures (whip spider, great blue skimmer or bullfrog)
    • Caterpillar plants
    • Relocatable aphid plants (rosemary in beach levels, fewflower milkweed otherwise)
    • Carnivorous plants
  • New uber creatures
    • Bombardier beetle
    • Red velvet ant
    • Eastern newt
    • Narrow-mouthed toad
  • Beach tiger beetle & beach wolf spider are now custom game / extra level only creatures
  • The above have had stats & abilities changed to differentiate them from the new campaign creatures taking their place (see below)
  • Freeplay can optionally use the fixed landmarks from Skirmish
  • Freeplay now has the option of spawning environmental creatures with roaming patrol routes


[h2]Story Campaign[/h2]

Most levels in the campaign have been changed. In general, in the 1.x & 2.x levels aggressive creatures drop less food, whilst environmental food is increased. In the 4.x levels, aggressive creatures drop slightly more food. The 1.x, 2.x & 4.x levels should now feel fairly consistent in that regard. There are many other changes, too.

All beach, forest & rainforest creatures have had their food quantity recalculated & reduced
All swamp creatures have had food quantities increased to bring them in line with the new values in the rest of the game

1.1 New Home & 1.2 Subjugation
  • Food has been added into both levels
  • 1.2 slave maker attacks will now have level 2 & 3 ants amongst them
  • 1.2 slave maker attacks will get harder more rapidly on hard & insane
  • Challenge mode cricket attacks will be more frequent on harder difficulties
  • Funnel web spiders now become food items rather than harvestable corpses on death
  • Enemies in top-left of 1.2 will now attack the queen on being unearthed
2.1 Rising Tide & 2.2 Queen of the Hill
  • More food added to the undergrounds of both levels
  • Has higher level enemy ants on the map & in attack waves
  • Notification about creature mounting moved to 2.1
  • 2.1 underground caverns added
  • 2.1 has more daytime surface food
  • 2.1 has a new food arrival event with new narrator dialogue
  • 2.2 aphids now produce food throughout the night
  • Melee wood ants speed increased to 320 up from 300
  • Melee wood ants given 30% AoE resistance
  • Reduced number of challenge mode beetle larvae in some areas
  • Creature changes
  • Beach tiger beetle replaced with northern dune tiger beetle (same stats as old beach tiger beetle)
  • Beach wolf spider replaced with sand bear wolf spider (same stats as old beach wolf spider)
  • Larger variant of hermit crab added
3.2 Front Line
  • Level 2 & 3 huge whip spider added for hard & insane in 3.2
  • Significantly increased health of huge whip spider
  • Huge whip spider now has a health bar like the bullfrog & great blue skimmer
4.1 Cold Blood & 4.2 A Bridge Too Far
  • Aggressive creatures now drop a little more food
  • Pervasive fire ant free hatch timer improved to 1m30s (from 1m40s)


[h2]Artwork Changes[/h2]

The beach environment has been updated to bring it up to the fidelity of the more recent swamp & rotting log environments. 2.1, 2.2 & the freeplay / custom game maps The Dunes & Towhead all use these new assets.
  • New decorative beach assets: rippling beach sand, flowering bindweed, samphire plants, water weeds, limpets, scallop shells, sea-smoothed rocks, sea urchins
  • New artwork for the 2 replacement beach creatures: northern dune tiger beetle & sand bear wolf spider
  • New model for black ant queen
  • New water look for beach levels


[h2]Enemy Climbing / Mounting[/h2]

In this update, many more creatures can be climbed and mounted by your ants - not just the very largest creatures! As a general rule of thumb, most creatures as big or larger than a large tiger beetle can be climbed - but there are some exceptions. Smaller mountable enemies cannot be climbed by larger ants - for example, a leafcutter major cannot climb a wolf spider.

Ants mounted on enemies deal bonus damage, and apply a damage buff to allies attacking the creatures from the ground. There are circumstances where you may be better off disabling enemy mounting, however - if speed is an issue, it takes ants time to climb up and down larger creatures, and if a creature despawns with ants still on it those ants will be lost.

The pine woods tree frog is currently unmountable but this will be changed once we’ve fixed a crash related to it.

[h2]Extra Levels & Festive Levels[/h2]
  • Food has been added into most extra levels in line with the food value changes
  • The Hungry Spider now has 80% thorns resistance
  • Aggrandise
    • Different levels of huge whip spider final boss added depending on difficulty
    • Removed extra whip spider juveniles from the final boss
    • Fish no longer loses resources on harder difficulties
    • Huge whip spider will no longer ignore player’s ants on the way to the queen


[h2]Other Changes[/h2]
  • Realistic Mode removed & replaced with Advanced Options for control of individual things it did
  • Seasonal costumes option added in Advanced Options to allow them to be disabled
  • Point values have been reassessed & updated (this affects enemy creature spawning & score)
  • User interface updated in multiple places (adaptations, level select, options menu, achievements) to use up more screen space & allow more space for language & UI scaling
  • UI scaling slider added to the menu to allow manual increasing of UI scale (good for handhelds & TVs)
  • Updated harvesting spots on some dead creatures so no more ants are harvesting than there is food available
  • Minor performance improvements & reduction of visual artefacts on resources
  • Changed the Battle Arena tile set to the new beach one
  • Localisation additions & changes
  • Updated enemy mounting button icon
  • Tooltips will now show when the game is paused


[h2]Fixes[/h2]
  • Fixed some visual effects remaining on creatures after death
  • Fixed an issue where attack points could sometimes be unreachable causing attacker to wait on the floor by them
  • Uber velvet worm can now be harvested by 8 ants at a time
  • 1.1 & 1.2 player colony now black in colour
  • Fixed an issue in Tug Of War 2 that would lead to the enemy colony spawning black ants
  • Decals now correctly delete when a tile is downgraded or deleted
  • Fixed an issue where ants would not rotate for a short while after collecting a queen egg
  • Fixed an issue where ladybirds may not land if they are not being observed by the player (quantum ladybird wave function now collapsed)
  • Fixed an issue where loaded eggs would only appear after the game had started
  • Fixed a pontoon construction point in 4.2
  • Numerous text & AI scaling fixes
  • Matched the colour select UI more closely to the in-game colours
  • Queens will no longer perform pain animation on loading
  • Salamanders & newts will still be rendered when just off-screen
  • Aura effects should display better on inclined surfaces
  • Lynx spider should no longer do its climbing animation when walking
  • Fixed a wood ant firing sound issue


[h2]Known Issues[/h2]
  • There are some localisation issues causing problems with custom game setup. We intend to fix this as soon as possible.
  • There are still some crashes being reported, but we don't have enough to pin down causes. If you experience a crash, please manually email the 3 crash files as attachments to us. Instructions on how to do this are in this thread on Steam. This needs to be done for us to see what's happening - hitting "send and close" on the crash dialogue doesn't work.
  • Some extra levels are unbalanced, and The Other Foot in particular might not be winnable on higher difficulties. It is possible to beat the level on easy, so if you want the reward before we can fix the level then we suggest playing on easy.
  • The Besieged victory condition in freeplay currently has very weak or empty early waves until the difficulty increases. Until we patch this, it can be avoided by playing with environmental difficulty set to insane.


[h2]Further Balance[/h2]
  • Whilst the new freeplay AI is in place and working, it is not yet as optimised as it could be. The system is very easily tweaked, however, so we'd love to hear your suggestions for it - please post on the forums.
  • Similarly, freeplay creature statistics are now divorced from the campaign and can be tweaked without altering the difficulty of a story level. If you have ideas for making creature stats and abilities more balanced, let us know. This applies to both colony ants and environmental creatures.

Option Beta Update - V0.31005 - Fixes & Additions

Optional beta V0.31005 is out. Unless there’s something catastrophically wrong with it, this is likely to be the final patch before we set the update live for everyone, but please don’t stop giving feedback on bugs and balance!

If you haven't taken part in this beta yet and would like to, follow the instructions in the original post.

Once it goes public, we will be working hard on part 2 of this large update and implementing more changes, with a particular view to improving the AI further and fine-tuning freeplay / skirmish balance. Might even chuck in a new freeplay map or two whilst we’re at it.

[h3]Fixes[/h3]
  • Fixed uber mole crickets giving no food on death
  • Fixed a crash related to AI processes
  • Fixed a common custom game crash
  • Custom game creatures with a UI health bar will always display it when taking damage from the player, and not from other colonies
  • Fixed lingering status visual effects in Battle Arena
  • Beach asset graphical fixes
  • Root aphid graphical fixes
  • Rearranged some leaves in Embankment

[h3]Additions & Changes[/h3]
  • Added samphire plants to 2.x & The Dunes
  • 1v1 custom games will now always be on opposite sides of the map
  • Updated Basin tunnel exits to be from the Ecuador art set
  • Updated 1.x, 2.x & wood ant variant video thumbnails
  • Seasonal levels back to their regular scheduling