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Empires of the Undergrowth News

V0.22112 Update Out Now - Freeplay AI Saving, Fixes & Optimisation

Thanks for the people who have helped us identify a crash with the recent short optional beta. This has now been fixed and we're ready to move this patch to the main branch just in time for Christmas. It is now possible to save your freeplay games that include AI colonies! This should make them more viable for long-term games instead of short skirmishes.

Freeplay AI should still be considered to be in its early days and there are a multitude of extra things we'd like to do for it (making it cleverer being the main one) but it's likely this is the last feature update for freeplay until after the 4th tier campaign levels (fire ants) are released.

[h2]Headline Features[/h2]
  • Saving is now available with AI colonies in freeplay
    • Please keep an eye out for strange behaviours of the enemy or allied colonies after a save and load in freeplay; it is possible some of their behaviour has not been correctly restored. Please report these on our forums or Discord!

[h2]Fixes[/h2]
  • Fixed some underground visual tile bugs
  • Fixed a minor issue with the slave maker button in battle arena
  • Swarm slave makers now have team colours working properly
  • Fixed a surface tile painting issue on The Dunes
  • Removed some specks of dirt that were floating on the open nest entrances in The Dunes
  • Fixed an issue where AIs that were cheating could only get a free hatch once per game
  • Fixed issues with the AI colony’s visibility of spawned landmarks (should lead to some more sensible landmark harvesting decisions)
  • Fixed an issue where surface tunnels could switch when a freeplay game was loaded
  • Fixed an issue where randomised caverns were not loading and saving
  • Fixed an issue where some creatures could freeze if interrupted during picking up another creature
  • Creatures eaten by other creatures will no longer drop invisible food
  • Festive Spider level funnel web kills now count towards your experience
  • Adjusted web size in Christmas spider level the better represent the area funnel webs can detect enemies
  • Webs in the Festive Spider level will no longer expand upwards covering the map
  • Webs stop increasing in size beyond level 9 in the Festive Spider level
  • Fixed an animation issue to do with wood ants rapid firing
  • In freeplay uber mole crickets now count towards the hunter victory condition
  • Can no longer tag and untag another colony’s tunnel exit for excavation
  • Stopped aphids moving when being eaten by a ladybird; should fix floating honeydew

[h2]
Optimisations[/h2]
  • Optimisation added to creature spawning when looking up its class (should speed things up when lots of ants are hatching at once such as the beginning of a freeplay game)


Thanks to whoamijr for the screenshot used in the artwork of this post!

Optional Beta 0.22111 Available Now - Freeplay AI Saving, Fixes

We’ve made big strides towards getting the freeplay AI save-able, and we’re at the point where we could do with some extra feedback before we declare it good to go. This opt-in beta build adds saving to freeplay games with AI colonies, which should make them much more viable in a long game.

If you would like to participate, the beta code is christmasants. You will need to be a 64 bit Windows user to join. If you’re unfamiliar with how to activate a Steam beta and would like to, follow the steps below:

  1. Find Empires of the Undergrowth in your Steam library, right-click on it and choose "Properties"
  2. Choose the "Betas" tab
  3. In the box titled "Enter beta access code to unlock private betas", enter christmasants
  4. After the "Access code correct" information appears, make sure you've chosen "Open beta" from the "Select the beta you would like to opt into" drop-down menu
  5. Press close - the game will now update to the beta branch.


WARNING - We highly recommend you backup your saves before testing this beta build. This beta is primarily testing saving so this is more important than usual - there’s an above-normal chance of save files becoming corrupted. Save files are located at:

C:/ Users / [YOUR USER NAME] / AppData / Local / EotU / Saved /SaveGames

[h2]Headline Features[/h2]
  • Saving is now available with AI colonies in freeplay
    • Please keep an eye out for strange behaviours of the enemy or allied colonies after a save and load in freeplay; it is possible some of their behaviour has not been correctly restored. Please report these on our forums or Discord!

[h2]Fixes[/h2]
  • Fixed some underground visual tile bugs
  • Fixed a minor issue with the slave maker button in battle arena
  • Swarm slave makers now have team colours working properly
  • Fixed a surface tile painting issue on The Dunes
  • Removed some specks of dirt that were floating on the open nest entrances in The Dunes
  • Fixed an issue where AIs that were cheating could only get a free hatch once per game
  • Fixed issues with the AI colony’s visibility of spawned landmarks (should lead to some more sensible landmark harvesting decisions)
  • Fixed an issue where surface tunnels could switch when a freeplay game was loaded
  • Fixed an issue where randomised caverns were not loading and saving
  • Fixed an issue where some creatures could freeze if interrupted during picking up another creature
  • Creatures eaten by other creatures will no longer drop invisible food
  • Festive Spider level funnel web kills now count towards your experience
  • Adjusted web size in Christmas spider level the better represent the area funnel webs can detect enemies
  • Webs in the Festive Spider level will no longer expand upwards covering the map
  • Webs stop increasing in size beyond level 9 in the Festive Spider level
  • Fixed an animation issue to do with wood ants rapid firing
  • In freeplay uber mole crickets now count towards the hunter victory condition
  • Can no longer tag and untag another colony’s tunnel exit for excavation

[h2]Optimisations[/h2]
  • Optimisation added to creature spawning when looking up its class (should speed things up when lots of ants are hatching at once such as the beginning of a freeplay game)

The Festive Spider

Did you think you'd seen the last of the Hungry Spider this year? He's back for Christmas, and his concerns are a little more wholesome this time. He's trying to protect his carefully-wrapped gifts for his spiderlings - but others are regarding his haul with envious eyes.

[previewyoutube][/previewyoutube]

Festive Spider is controlled similarly to the Hungry Spider level - except this time, you'll need to use a tower defence system to keep the gift-coveting hordes of enemies away!

BE WARNED: like its predecessor, Festive Spider is a brutally difficult level and we expect very few will be able to complete it successfully. You'll need multiple runs to get a feel for the level, so set some time aside if you intend to complete it. You'll need to be selective with what spider weapons you use, and how you upgrade them.

A small tip for those starting out - those ants taking your gifts are awfully quick. Starting out with Crippling Venom to reliably slow them down will make them much easier to keep in range.

[h3]He protec
He attac
But most importantly
He still want snac
[/h3]
"Ode to a Hungry Spider", anon, 2020

November 2020 Newsletter

Welcome to our November 2020 newsletter! The past few months have seen quite a few things happen, both for Empires of the Undergrowth and for us, Slug Disco, as a company. Very importantly, we are taking our first steps into expanding a little, and we’ve brought Dan on board as our Marketing Content Creator. We’ll have a little from Dan later on as he introduces himself to you all.

The modular formicariums from Steam user roobyRoss

[h2]Tier 4 / Fire Ant Systems[/h2]

I’m sure you’ll all be keen to see what we’ve been doing with regards to the fire ant update. Whilst we don’t have artwork we want to spoil yet, we can show you a bit more of our systems development as we introduce a new concept for ants - strandings. With changing water levels and multiple small islands on the miniature archipelagos that make up the fire ant’s swampy environment, the possibility of them getting stranded is now a real threat.

[previewyoutube][/previewyoutube]

Stranded ants are panicky, and will die quickly if not reunited with the colony as a whole. This is thematic with ants being eusocial creatures that cannot survive for long by themselves. If you want to avoid a mass panic and death among your stranded ants, you’ll need to rescue them! Thankfully, fire ants are adept at using their own bodies to form bridges (as we’ve shown you previously) and sometimes, you might want to build a bridge not to reach new resources, but to rescue stranded colony members.

[h2]Planned Tier 4 Creature: Six-Spotted Tiger Beetle[/h2]

I’ve heard it said that if you lined up one of every kind of creature that exists in the world, one if every four is likely to be a beetle. Naturally, we want to include some more of nature’s little walking tanks in the undergrowth! The six-spotted tiger beetle Cicindela sexguttata is a common hunter in North America, and these beetles are easily identified by their ferocious-looking mandibles. Expect these daytime predators to be causing trouble for fire ants in the Green Swamp Preserve of North Carolina!

Cicindela sexguttata from Wikipedia. Photo by Marvin Smith. License: CC BY-SA 2.0. Rotated for newsletter

Outside of this, large amounts of progress is being made on the levels, script and everything else we’ll need to complete to bring fire ants to the game. With the addition of our new team member freeing up the devs for work on the 4.x levels, we expect to show you a lot of shiny new things very soon. Speaking of which...

[h2]Introducing our new Marketing Content Creator[/h2]

One of the disadvantages of being a small team is that everyone has to be a generalist. The team has, until now, consisted of three developers (who are also the owners and company directors) and a community manager. Marketing responsibility has been shared between everyone, which is far from ideal - no project like this can be successful without a good marketing provision, but the developers want to spend their time developing. Enter Dan, our new marketing person and fifth team member! He’ll be taking on the role of producing marketing materials for us as well as exploring other avenues for us to get the word out about Empires of the Undergrowth and our other two games. I’ll let Dan introduce himself:

“As development continues on Empires of the Undergrowth and with the addition of Beetle Uprising and Ecosystem under the Slug Disco banner it became apparent that another slug needed to join the disco!

And I am that latest slug (maybe this slug analogy needs some work).

My name is Dan and I have joined the team as a Marketing Content Creator which means, well, I'll be creating content for marketing would you believe! Whether this is liaising with streamers and press to get content created for us - or making the content myself such as videos, digital graphics, the role covers a lot of elements.

If you feel like saying hi then why not head on over to the Discord server or our newly revamped Reddit page?

You can also find me on Twitter @DanPos_ and if you're interested in 3D modelling or game development I also have a YouTube channel where I post tutorials on those topics.

See you in the Undergrowth!
Dan"


[h2]Pheromone Marker Changes - Ant Trails[/h2]

We’ve recently released version 0.22. As well as including some neat new extra levels like Excavators and Tug of War, as well as AI colonies in freeplay, some important changes to game systems have been made.

We’ve made some changes to the way pheromone trails work, and Liam put together a helpful video explaining what’s been changed and why. In short, the updates to the way trails now work will mean more ants will reach the end of a trail faster, and some of the ants will be turned back along the way to form a seamless trail to the queen.

[previewyoutube][/previewyoutube]

Newer players are sometimes confused as to why the game works like this instead of a more traditional RTS setup (for instance, units in StarCraft II). In short, we want the ants to feel like ants, and for the species that feature prominently in Empires of the Undergrowth that means trails. We can strike a balance between this naturalistic feeling behaviour and with the standardisation of the different methods of putting ants on and off trails, make the whole thing smoother and more responsive.

[h2]Using Beetles to Fix Bugs[/h2]

A few bugs resurfaced since the 0.22 update and we’ve taken some time out to track these down. Since adding some new resource collection behaviours for fire ants and beyond, some issues with these systems manifested themselves in other parts of the game. Something that has apparently been a long-running problem that wasn’t significantly on our radar until recently is that it is still possible for some creatures to get stuck in nest entrances. The reason we hadn’t come across it was because it required very low frame rates to occur, and so we had to develop a test that suitably stretched our hardware far beyond its limit. Once we were able to reproduce the stuck creatures, it was quite easy to find the problem.

[previewyoutube][/previewyoutube]
Just us testing our hardware to the absolute limit to see if we can get beetles stuck in nest chamber entrances

The creatures usually ‘sweep’ themselves forward when they move, stopping if they hit something, but sometimes it is possible that a creature is already intersecting something when it begins its movement routine and so it can’t sweep itself anywhere. In this case the creature will teleport, but there’s a problem with that – the lower the framerate, the further the teleport and if the teleport is long enough, it can go straight through a wall to the other side (which is what happens with these beetles). Although we foresaw this problem, the routine to protect against it happening had a typo - but that’s now been fixed!

[h2]Beetle Uprising Launch[/h2]

The first game published by Slug Disco Studios to fully launch, Beetle Uprising by Iocane Games left early access and entered full release on the 5th of November. We had a fun launch for it, consisting of an informative if unconventional imgur post that talked about why sites like imgur are essential for marketing when you’re a small team without a mega-budget for advertising!

[previewyoutube][/previewyoutube]

As well as the completion of the campaign levels, a new feature - Mystery Mode - has been added. This gives random rewards instead of set ones in the campaign, which could lead to some interesting beetle abilities and stats earlier on! We look forward to seeing what you get.

Thanks so much to everyone that’s helped get the game to this point through feedback and supporting it throughout its early access time.

[h2]Screenshot Central[/h2]

And so we come to the end of an unusually beetle-heavy edition of the newsletter! As always my favourite bit about this job is finding the amazing screenshots our fans produce on a regular basis. As a reminder - you can take a nice artily-angled screenshot using photo mode (F9 by default - and if you hit shift whilst pressing F9 you’ll get an unlocked camera). Upload your screenshots to the Steam Community page, send them directly to me at [email protected], or how about join us on our Discord and share there!

Charge! A clash of giants as Steam user Alex and Raptor’s leafcutters take on a devil’s coach horse and uber spiny devil cricket

A beautiful overview of the jungle at night from Steam user BrickyGraph631

A pleasing shot of leafcutters doing their thing from Steam user Professor Puffer



You can now nominate Empires of the Undergrowth for a Labor of Love Award!

Hey everyone!

Along side the Steam Autumn Sale the Steam Award Nominations are back!

We are putting our hat in the undergrowth ring for the Labor of Love award for Empires of the Undergrowth and we would love it if you could vote for the game (and maybe pester your friends to do so too!)

We've been working on Empires of the Undergrowth for almost 3 years now and it truly is a labor of love. Along side the updates and the extra levels we've loved seeing our community grow.

Whether it's the lovely folks over on our Discord or the players interacting with us on Twitter we couldn't be more thankful :)

So no matter the outcome of the awards the team wants to say a massive thank you to you all and we can't wait to continue the journey.

Oh and if you missed it - our latest extra level "Tug of War" is now live!

[previewyoutube][/previewyoutube]