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Empires of the Undergrowth News

May 2021 Newsletter

Good lord, it’s May already. This newsletter will spotlight some more enemies coming for the fire ant update, with a particular focus on nature’s favoured form – the beetle. We also have some talk about new AI systems that we’ve been working on over the past few weeks, which will be used in the last of the campaign levels and eventually in freeplay too!

A classically red Formica ereptor queen from GlitchyGamer

We’ve still got quite a few critters to show off as we complete work on them, as well as a few we don’t want to spoil until we get very close to release time.

4th Tier Creatures – Beetles


Ah, beetles. They are the most diverse group of insects, and arguably of all animals. They appear throughout human culture and history, in art and science – they exist just about everywhere that we do. Naturally, we need more beetles in Empires of the Undergrowth (but perhaps not so many as to cause an uprising…) so we have a few more joining our various tiger beetles and rove beetles in the upcoming fourth tier.

[h2]Bombardier Beetle[/h2]

Bombardiers are a kind of well-armoured ground beetle. There are several species – this one is called Brachinus alternans. They get their name from the distinctive popping sound they make when threatened, and a closer look at the cause of this sound reveals a defensive system that can be deadly if you happen to be small and in its way.

A bombardier beetle faces off against fire ants

By mixing various chemicals and enzymes together in a special internal chamber, the beetle produces a violently exothermic reaction. The resultant mixture reaches close to the boiling point of water and is expelled by the rapid rise in pressure through an opening pointed at the beetle’s enemy.

Near-boiling liquid is explosively fired at the beetle’s enemies

If you’re a large vertebrate predator, this irritant is likely to be enough to put you off having a bombardier beetle for dinner. If you’re the size of an insect, however, the momentary boiling temperature of this liquid can easily be fatal. With the large area of effect this defensive spray has, it’d be wise to consider carefully whether the bombardier beetle is worth the inevitable casualties.

[h2]False Bombardier Beetle[/h2]

Mimicry is seen everywhere in the animal kingdom – creatures evolve to look like more dangerous ones, which gives them a deceptive advantage. The false bombardier beetle (Galerita bicolor) has evolved to look almost identical to its namesake, with some minor differences in colouration and morphology.

An impostor among us – a false bombardier beetle looking sus

This helps it avoid predation, but the false bombardier beetle is not without defences – it’s significantly larger than the true bombardier, has the same chitinous armour, and uses muscle action to spray a solution that is mainly made of a familiar substance – formic acid.

Size comparison to the false bombardier (left) and the true bombardier

Whilst not as deadly as the boiling liquid that is explosively fired by the true bombardier, formic acid will still do considerable damage to small creatures. It’s the same acid used by the ranged wood ants of the 2nd tier, and it’ll have a similar in-game consequences – an area of effect venom-type attack.

[h2]Checkered Beetle[/h2]

Cleridae – the checkered beetles – are distributed worldwide. This particular species is called Enoclerus rosmarus, and it’s a common sight in North America. They’re active hunters, and their preferred habitats are moist and sunny – qualities which will bring them into conflict with your fire ants.

A checkered beetle minding its own business

[h2]Checkered Beetle Larva[/h2]

Checkered beetle larvae are also hunters, which in Empires of the Undergrowth will give them a similar role to rove beetle larvae in previous levels. They’re more vulnerable in this state, before they develop the chitinous armour they have as adults – but they’re still a force to be reckoned with.

Checkered beetle larva fights fire ants

AI Scanning


At the moment, the various AI colonies we have in the game are either heavily scripted (as in 2.2) or reliant on preset “points of interest” which they use to decide where to send their forces (3.1, freeplay). This makes them relatively robust but doesn’t allow them to make very complex decisions on a changing battlefield. Liam has been working on a scanning solution that will let colonies periodically scan the surface for interesting things, giving them the ability to make much more relevant choices.

[previewyoutube][/previewyoutube]
Green squares represent areas of interest the AI scan has found

These will be used on all of the remaining campaign levels, all of which will feature AI colonies in some form. Eventually, we hope to transplant this feature to freeplay too – after fire ants, we are likely to do another big round of freeplay changes to bring that game mode closer to its release form.

[previewyoutube][/previewyoutube]
Two colonies scan for points of interest on one another – light orange is the real scan, the maroon is a skipped scan where it decided to use saved data from a scan not so long ago in the same place

Community Wiki


I’m sure many of you are familiar with the fan wikis that crop up; fandom.com is one of the more prominent ones. We’ve been slightly bemused by these and not entirely sure what to make of them – up until very recently, they were simply placeholders with very little in the way of articles. However, thanks to some dedicated community members, the Empires of the Undergrowth fandom.com wiki has had some big content additions over the past couple of months.

Particular thanks to thanhmk28 on our forums for putting a lot of time into the fandom wiki, and writing / formatting a majority of the articles so far. On it you’ll see creature stats and abilities (taken from a version of the spreadsheets that the game uses that we host on our website) that might well be useful for people looking for a more solid idea of what various creature’s strengths and weaknesses are until we implement a way to see these in the game.

The EotU Fandom Wiki

There’s even a dedicated spoiler page for the upcoming 4th tier update, which details all of the new stuff we’ve revealed in Screenshot Saturdays and these newsletters. This wiki is open to further contributors, so if you’d like to help thanhmk28 out with writing some new articles then by all means do! Our community continuously proves itself to be one of the best there is, and we couldn’t be more thankful for that.

For final release, there will be plenty of information accessible in-game with our own encyclopedia system. Even after that’s implemented, there will always be a place for community-driven wikis like these – they’re definitely an appropriate place to post guides, creative strategies and suchlike that won’t be in the game itself.

Ecosystem Updates


A couple of months ago, Tom Johnson released his evolution simulation game Ecosystem into early access on Steam. Slug Disco are the publishers for it, and it’s been a joy to see how it’s been received and how community feedback is already shaping the direction Tom has decided to push things.

About once fortnightly, Tom has been sharing his progress and direction with us and we’ve been posting these as articles on the game’s Steam page. He’s now at a point where he can share the path he’s chosen for Ecosystem’s first major update, which will focus on graphs and analytical tools so the player can see plant, predator and prey relationships in much greater detail than before.

The graphs and analytical tools coming soon to Ecosystem

Ecosystem continues to progress rapidly as a project and if you have an interest in speculative evolutionary biology, serene aquatic environments, or even just producing abominations such as human-like fish then we heartily recommend giving Ecosystem a spin. It has a demo which shows a lot of the basic features, but the full thing is gearing up to be something altogether more special.

Screenshot Central


Seriously, I feel like this section is just for me – every time I write a newsletter, I look forward to the bit where I have a browse through some recent screenshots posted to our Discord or uploaded to the community, and select three of my favourites. If you’d like to participate, by far the easiest way to get your screenshot to us these days is Discord. You can also email them directly to [email protected].

A pleasing formicarium from BrickyGraph631

Trapjaws under attack from a hidden jumping spider from Rarity

A close call in extra level Excavators from Crazlex9

Occupation - New Extra Level - Out Now!

Occupation - a new extra level for Empires of the Undergrowth - is out now! In this level not unlike the campaign mission New Home, you control wood ants (with mortars) with the simple mission to kill all nearby creatures. Beware - your occupation of this prime nesting location will not go uncontested.

[previewyoutube][/previewyoutube]

Although the level is definitely the most straightforward of the four that will be releasing over the next few months, that doesn't mean it's a walk in the park - it has a particularly tricky start, and you'll need to use your knowledge of the game systems to walk away from a very tricky early encounter with your queen still living.

You can find the mission in Extra Levels right now - your game will not need to update first; as long as you're on version 0.23 it'll be there.

It's worth reiterating at this point that compared to the campaign content, these missions take practically no time at all to develop - just a few short hours of dev time apiece (you can watch John do most of the development for these on stream). Because they all use existing assets, systems and artwork, one of our devs can create an extra level very fast indeed.

We're still charging full steam ahead with the fire ant update - we just thought there's plenty of you who would appreciate something new to play in the meantime.

V0.23 REINSTATED - Issues Fixed with Localisation

A localisation issue that didn't come up in testing meant we had to roll back yesterday. This has now been rectified, and so version 0.23 has been reinstated.

Other than that, all the patch notes from the 0.23 post apply. Thanks for your patience on this everyone, and thanks to the players who reported the issues they were having!

EMERGENCY ROLLBACK - Returning Temporarily to 0.22112

Hi all,

Due to some Mac and localisation issues that didn't come up during testing we're going to have to do an emergency rollback from 0.23 to the previous version, 0.22112. This should only be temporary but it's vital since those groups are having major issues to do with saves and language defaults.

We'll work fast to get everything sorted, re-packaged and re-uploaded. In the meantime this shouldn't affect much since there isn't any new content scheduled to come out until April 2nd - but we appreciate your patience on the matter!

Empires of the Undergrowth 0.23 Out Now - Engine Upgrade, Planned Extra Levels

Apart from 4 new levels set to roll out over the next few months (thank you to everyone who’s been helping test and balance them) the main bulk of this update is under-the-hood changes.

To deal with a persistent problem experienced by a number of laptop users, we’ve accelerated plans to upgrade the game engine by several versions. We’re always reluctant to do this since it invariably breaks lots of things, and most of the time over the past month has been spent dealing with the fallout. Once again, thank you to everyone who’s helped us iron out those wrinkles. Particular thanks to Scyobi_Empire who helped us diagnose the initial laptop issue.

There’s also a new menu for the extra levels, which will give a description of them and a preview of their minimap, as well as an estimate of how long they’ll take to complete and any reward associated with them.

Features
  • Extra levels now come with a description and minimap preview when selecting them from the menu
  • New extra levels added to be rolled out every 6 weeks starting on April 2nd
    • Occupation - a wood ant level not unlike the campaign level New Home
    • Cramped - a heavily infested leafcutter level with a surface, kill all enemies!
    • Enemy of my Enemy - a unique game where digging is instant and done with the mouse; packs of enemies are hostile to each other. Get them to kill each other before they kill the queen!
    • The Culling - a black ant level with interesting enemy spawning mechanics

[h2]Fixes[/h2]
  • The game will no longer crash on startup when using specific Intel graphics chips
  • Fixed an issue where non-aggressive buried enemies were heading to the queen when dug out
  • Fixed an issue where after a freeplay save one of the enemy colonies would become un-enterable
  • Fixed an issue where ubers were linked to the wrong freeplay setup check boxes
  • Fixed a pathing issue on The Crucible demo map
  • Fixed a crash that could occur at low frame rates
  • Fixed an issue in 2.1 where night creatures could get stuck in the tunnel exit
  • Fixed an issue where creatures on top of tunnel exits could get stuck
  • Fixed an issue on 2.1 where first night creatures to spawn would immediately despawn (there are now more creatures at night)
  • Night creatures in 2.1 will now be more attracted to combat
  • Fixed an issue with an ant getting stuck in 2.2 on a specific ramp
  • Enemy woodworm dug out at start of 3.1 are now friendly again and hence the narrator makes sense
  • Fixed an issue where the uber mole cricket would freeze instead of doing its thump attack
  • Creatures will no longer decelerate when they spot and item of food or an enemy (movement should look smoother when going to gather food)
  • Minor cosmetic painting issue fixed on 3.1
  • Fixed an issue where the scientist was not coaxing your ants out when you retreated underground in formicarium challenge 3
  • Fixed an issue where loaded food items underground could count as enemies being in your nest (this could cause a computer ally in freeplay to never stop protecting you)
  • Fixed an issue where the scientists finger jab would aim at dead ants
  • Changed victory animation on 3.1 and 3.2 so they correctly come out of the tunnel exit
  • Minor cosmetic fixes to 2.2 (water edges and painting issues)
  • Dug out a tile that should have been in the leafcutter demo level (on top of the tunnel exit)
  • Fixed some potential issues with bots
  • Freeplay AI enemy colonies will now leave an enemy’s nest faster after the queen is dead
  • Fixed an issue with freeplay AI colonies that caused them to sometimes place a marker off the map resulting in the associated ants breaking
  • Fixed various minor issues with Freeplay AI colonies
  • Fixed a minor issue where leafcutters could rarely teleport to a plant to climb

[h2]Changes[/h2]
  • Upgraded to Unreal Engine 4.24 (up from 4.20)
  • Minor optimisations in plant climbing
  • Changes to how AI colonies in freeplay decide which resources to harvest from
  • Cheating freeplay colonies can now resurrect more than one dead group at a time if they have no resources and their ants in groups are all dead
  • Minor bot optimisations
  • Minor tweak to the way trails work
  • Improved checks added to food pickup meaning food should go ignored less

[h3]Known Issues on Linux[/h3]
We have become aware that some Linux users are experiencing graphical problems with this version. In our tests these have only been minor but some may be having more serious issues.

As a first step we would suggest ensuring you have the latest distribution of your particular OS (with an approved graphics driver), but if there's still no joy please let us know your distribution version and system specs, and we can put some time into properly troubleshooting the issue.

It's possible that forcing use of the Vulkan API might fix some Linux graphical problems you're having. You'll need to add the -vulkan command line argument as a launch option.

Thanks to DiloDog_ on Steam for the screenshot used in the artwork for this post!