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The Leafcutter Update - Coming April 25th!

Please enjoy our updated trailer, featuring the leafcutter ants and rainforest environment!

We're very pleased to announce that our first major update for Empires of the Undergrowth, the Leafcutter Update, will be coming to the game on April 25th! Featuring an all-new rainforest environment with new critters of all sizes, two new levels which will see you face off against fully-fledged colonies, and a new Formicarium Challenge where the dastardly scientists have something special planned for you.

https://youtu.be/HoRqZa7BH9Q

The jungle floor stirs. Ants of all sizes creep out of their holes to harvest the nearby foliage, travelling far and wide to find the choicest leaves. The odds are stacked against these fledgling colonies - you may be tempted to discount creatures that forage for leaves but with huge crushing mandibles on their side they are not to be underestimated.

March 2019 Newsletter

Although we have a policy of not announcing dates until we’re 100% sure, it is safe to say we are now very, very close to getting the leafcutter beta out to Kickstarter closed beta tier backers. Those of you who are on this tier, please keep an eye on your emails over the next week or so. The coming build for you guys will be feature-complete from a gameplay perspective, but will be missing some things like sound effects (the new creatures currently all sound like the Devil’s Coach Horse adult). Those will be added in throughout the beta as we continue development.

Leafcutters gather leaves in level 3.2 Front Line

As a quick explanation for everyone else – the closed beta group consists of people who supported us at a certain tier during our Kickstarter campaign in 2016. The beta typically lasts a few weeks, where we take feedback on things like balance and glitches. It really helps us polish things to be great for everyone and gives a bigger sample size than just the four of us on the team, and it means when we get the update out to everyone it’ll feel really good to play right from the off. Of course, things like balance and glitch fixes don’t end when the beta does (the size of the beta group doesn’t come close to all users!) so we will still be very grateful for your feedback as things continue.

A short time into the beta, we should have a fairly good idea of how long it’ll take us to deal with the resultant feedback and it’s at that point that we’ll decide on a release date. Exciting times!

Leafcutter-shaped Formica ereptor ants in the new formicarium

Since we’re so close to having things ready, there hasn’t been much in the way of “new” stuff to show over the past month (not because there’s nothing left, but we’ve reached a limit on things we want to share without spoiling the upcoming content too much).

Praying Mantis vs The Battle Arena


One of the more fearsome beasties you’ll encounter in your life as a leafcutter colony is the leaf mimic praying mantis. There are several sizes of mantis, but in its final instar it’s an outright terrifying opponent that even well-prepared players will find difficult. Here’s a preview of her in the Battle Arena, against a fairly typical mix of leafcutters. She has some unique stealth abilities due to her natural camouflage – note that she doesn’t appear on the minimap until she decides she’s going to attack, and the ants have to be very close in order to spot her. This makes more sense in the context of a rain forest floor covered with leaves.

https://youtu.be/7BFaTYxfmGk

You’ll also notice that she has the ability to pick up an ant and consume it, instantly killing it and restoring health. This gives her remarkable durability, so she must be overwhelmed quickly and with large numbers. Majors are a little big for her to eat in this fashion, but minors and mediae go straight down the hatch!

Leafcutter AI Timelapse


Here’s a sped-up look at the enemy leafcutter colony you will encounter in level 3.1, The Harvest. It’s controlled by the AI (but it has a pre-built nest layout, which makes sense for the campaign levels). Fully autonomous AI colonies will eventually feature in Freeplay.

https://youtu.be/j1WgzrUmMMA

Some of the ants have a green cloud surrounding them. This is a status indicator showing the ant has recently been in a refuse chamber – which causes sickness to ants that aren’t minims. You’ll want to build your refuse chambers away from thoroughfares and brood chambers.

Natural Variety


Here’s a couple of screenshots showing some of the cosmetic variations we’ve added to the appearance of some of the creatures – in this case the leafhoppers and the harvestmen. Although not strictly necessary from a gameplay perspective, we’ve taken the time to do things like this in order to try and reflect some of the huge natural diversity that exists in rain forests. Of course we can’t come close to how diverse they actually are, being the richest terrestrial environments on the planet – but we can try to replicate it in a small way.



Behind The Scenes


Here’s something a little different – an in-editor look at 3.1 The Harvest. We use Unreal Engine 4 to build Empires of the Undergrowth. It’s an incredibly comprehensive and featured development environment, and this video shows a little behind-the-scenes look at the workings of a level.

https://youtu.be/9xnQ9D-iIKM

The white lines on the plants are mathematical objects called splines. These act as a guide to the pathfinding AI and indicate that these are plants that can be climbed and harvested by leafcutters for their fungus farms.

The bright green and red on the floor is called the navmesh – it indicates the areas of the map that are navigable by creatures. It’s a static object on the surface, but often has to be re-computed underground because the player changes it with their digging!

The screen with the large, complex-looking flowchart is called a blueprint. These are a powerful feature of UE4 which we find particularly useful for AI behaviour. In this one, you can see that every few seconds it “thinks” – indicated by the orange line as it follows the algorithm and reaches a decision. This is the AI for the enemy ant colony in level 3.1 – it reacts actively to the player, making its own decisions instead of following a timed script, like the colonies in 2.2 do.

It’s Nearly Trailer Time


Since we’re so close to having things ready, it’s time to start thinking about trailers. We love a good trailer – they’re a great way to build up some awareness and, dare we say it, hype for a release. We have a background in short film-making, in fact it’s the shared hobby that brought all of us together many years ago!

https://youtu.be/TUsKMPSYPOs

The above is a look at an in-progress shot designed by Liam. We make custom builds with trigger-able camera moves to capture our trailer footage using OBS. Ignore the sound for now – as mentioned above a lot of the new sounds aren’t in yet; that will all be sorted later!

John’s Changelog


Every so often, John has been posting recent changes to the source control of the game on our official forums. These can offer a little insight into what’s currently being worked on. As before when we’ve done this segment, here’s his full post but here’s a few selected highlights with some extra commentary to give more context.

  • Minimap displays gather-able resources – all food items that can be gathered, whether they be leaves for the leafcutters or dead creatures for other ants, will now show up as a dot on the minimap. This should help players direct their forces to resource-rich areas with more certainty.
  • New Freeplay setup screen added – John has expanded and re-designed the Freeplay setup screen to be a bit clearer. This is the first step in his overhaul of Freeplay which will begin in earnest once the leafcutter update is out.
  • Prepared documents for localisation – we’ll be adding the first two translations to the game soon (German and Chinese) and there’s been a lot of prep work involved in this process.
  • Lots of work on the trailer for leafcutters – Liam has been designing shots for the upcoming trailers, as detailed above. He’s been making custom builds of the game that showcase designed camera moves.
  • Gather and aggression buttons updated for colour-blind – it was pointed out to us that our colour scheme for the gather / attack toggle buttons is difficult to differentiate for people with colour blindness. They now have a visible line across them when switched off.
  • Added in chunks for every creature in the game (no longer will harvesting a fish produce a Devil’s Coach Horse leg) – up until now, harvested creature chunks all shared the same models and textures. Matt has put in some work to make sure this is no longer the case.
  • Added canopy shadows to the new levels – as is fitting for the rain forest, the third tier levels will have a dappled lighting effect on the surface to represent bright sunlight filtering through the treetops.


Screenshot Central


We’ve been spoiled for choice on the beautiful screenshots this past month – you lot have really been upping your game! It’s been difficult to choose three really good ones from many very pretty examples, but here they are. As always, take your screenshots on Steam (F12 is the default key) then upload them when you exit the game from the window that pops up. You can get some great angles by using Photo Mode (F9 by default).

Alternatively, you can manually email screenshots to [email protected].

Uber beetle bearing down from returning contributor AK_tion_47

Ladybird massacre from Hilfspage

Beautifully captured tiger beetle larva from returnee MorPacke

January - February 2019 Newsletter

We're now much closer to our first major update, featuring leafcutters. As well as continuing development of the update to completion, we've been dealing with quite a lot of meta-requirement systems in the meantime, such as subtitles (which will be a long-overdue feature beginning with this update). Once we're at a point where we can get meaningful feedback from our closed testing group, we will release it to them and that will soon give us a good idea of how long it will take to correct any detected issues. As always, our policy is to not give vague guesses on release timing, only solid dates once we're certain of them - but we're feeling good about the current pace of things and the rate at which the remaining task list is being ticked off.

A cloud of venom surrounds this Formica rufa queen from alexraptor554

There's been plenty of good visual things finalised and ready to show off over the past month - some of which show off some leafcutter mechanics. So let's have a look at some of the fun things that await when you introduce Atta cephalotes to your Formica ereptor colony!

Floral Diversity


Rainforests are hugely diverse - they're the most diverse land habitats on Earth; rich in speciation and sheer variety of solutions to evolutionary problems.



We've worked hard to make sure that's reflected in the fauna, but just as importantly the flora of our Ecuadorian setting. Here's a closer look showing some of the plant life in a recent art pass of level 3.1 - the first leafcutter level.





Fungus Production Pipeline


Leafcutters gain their nutrition from the fungus they grow in their gardens, sprouted from decomposing leaf cuttings harvested from the surface. The minors, mediae and majors collect cuttings and drop them off in designated chambers.

The minims (the smallest leafcutters) then take the leaves to the brood chambers where the fungus grows (this includes the queen tiles). The fungus will grow as leaves are added, then diminish as it is used up by new hatchings and tile placement – it then produces waste which must be managed. The short video below demonstrates this process.

https://www.youtube.com/watch?v=L9Vzu-5qVVc

The Harvest


Placing a pheromone trail marker near a plant will draw leafcutters assigned to it – they’ll see the plant as a harvestable food source, just like seeds or dead creatures in previous levels. The major, mediae and minor workers climb the stem, taking time to cut a chunk of leaf before taking it to a drop-off point in the nest. As detailed above, the minims will then take it to the fungus gardens.

The leaves will diminish visually as they are harvested by the leafcutters, giving a physical indication of when the resources are used up and new grazing pastures must be found.

Below is a rather pleasing close-up of this process happening.

https://www.youtube.com/watch?v=Cfg9T-q_VKk

Interface & Waste Management


This pair of pictures shows the near-completed interface modifications needed to bring leafcutters to the game. You’ll notice a new resource bar at the top of the screen. Green on the left represents fungus available to spend, grey is space available on the nursery tiles to grow fungus, and red on the right is used fungus that needs to be disposed of.



Over time, the fungus produces waste which must be removed and taken to special chambers (right of the first picture). The refuse chambers will have a detrimental effect on nearby brood chambers, so it’s wise to build them a good distance away from where your ants pupate and travel – non-minim ants walking through them will take a speed and attack de-buff as well as suffer damage for a time. This represents the disease that the real-life counterparts of our leafcutters aim to avoid by having dedicated refuse areas. Waste decays and disappears over time – faster for upgraded refuse tiles.



The New Formicarium


"Yes, yes, I know how to use a trowel!" - Scientist #2

The colony’s current home is not suitable for the next set of tests. In order to continue the experiment, the scientists will need to relocate the queen to a new Formicarium. She and a few of her workers will be relocated into this new setting, which has a few… extra features.



When this process happens, the colony will need to leave its food, construction and territory behind. However, it will be rewarded an amount of royal jelly for each territory point and item of food (spent or unspent). This can be spent on the new leafcutter majors or any upgrades and improvement the colony needs – this will help it get quickly back up to speed. All upgrade paths and minor improvements will also carry over.



The change will happen just before you move on to tier 3 – in the level selection dialogue there will be a button which will unlock the 3rd tier levels.



What Were We Up To In January?


Last month, John posted some select notes from the source control (update log) of Empires of the Undergrowth, to give a little insight into what each of our developers has been doing. He’s made another post along these lines in the meantime, and as before we think it’d be fun to go through some of these notes and give a little extra commentary to them. We encourage you to read John’s original thread, and indeed sign up for our official forums whilst you’re at it!

  • Changed the way ramps work when the tide rises (ants no longer fall through) – this was the cause of a hardware-specific crash that had plagued us for quite some time. As it turned out, some ants when caught on ramps were falling through them to infinity – and in certain situations this caused a game crash on some systems. A tricky one to fix, but perseverance got us there! This has already been implemented in the current playable build of the game.
  • Tweaked uber resistances – in certain situations and with certain colony setups, some uber creatures had become practically invulnerable. This was an oversight and not intentional – although uber creatures are still extremely tough and deliberately so, there should be fewer situations where they are unbeatable. There’s plenty more tweaking work to be done on freeplay, and indeed once the leafcutter update is done John will be focussing on another freeplay pass.
  • Set tabbed minimaps to always have home nest on the left – the coming updates will enable multiple true colonies in a limited sense. To access their minimaps, there has been a new system made to keep them accessible as tabs behind the player’s own.
  • Ants that enter an enemy colony are now tracked– similar to above, you’ll be invading some other nests if you dare.
  • Subtitles for all levels added – a long-overdue feature and one important for accessibility (and localisation) but one which needs a lot of grunt work. We’re at a point now where we want this functionality to be there going forward – it’s important to the future of the game and our community as a whole.
  • Tweaked the dissolve in various ways – this refers to the visual effect when a foreground object needs to be partially obscured by dithering so you can see through it. It’s particularly important for the Ecuador levels, which have a lot of low-growing foliage.
  • Preparing in-game text for translation – localisation is important for the success of a game. We’re getting there.


Screenshot Central


Looking through the things you guys do with the simple tool of Photo Mode (F9 by default) or otherwise is always an excellent palate cleanser after writing one of these newsletters. It refreshes the soul. By default, F12 will take a screenshot in Steam. You can get it to us by simply uploading to Steam Community (a dialogue box allowing you to do this will pop up when you exit the game) or by manually emailing the screenshot to [email protected].

MorPacke back again with this fantastic wood ant colony shot

Sinister spider from Daethalion

A valiant effort to ward off an uber beetle in this colourful shot from MasterAntlion

December 2018 - January 2019 Newsletter

Our first newsletter of 2019! A bright, shiny, spanking new year – and it’ll be a big one for ants. After the holiday break the guys are back to working on the 3rd tier Formicairum levels. We’ve also released a couple of glitch-fixing patches in the meantime to deal with some widespread issues. Firstly, let’s get to what’s ready to show from 3.1 and 3.2.

A Formica ereptor queen from MorPacke

Jumping Spider


Salticidae is a widespread family of spiders that can be found all over the world. They travel widely in search of food and do not spin webs to catch prey – instead they actively hunt, using powerful back legs to pounce on unsuspecting prey before it had the chance to react. For this reason, they are known as the jumping spiders.

The species that will appear in Empires of the Undergrowth is Psecas viridipurpureus, a South American resident. It’s brightly-coloured, and even a little cute if you can see past its arachnid form! It sits patiently, turning its body from left to right to allow its highly specialised eyes to scan the environment. When it spots a likely prey item, it perfectly calculates the distance it needs to travel, then pounces.





https://youtu.be/KJk41xfb0B4

Harvestman


The harvestmen are a diverse group of arachnids (order Opiliones). They may colloquially be called daddy longlegs. Although superficially spider-like in appearance, they differ greatly from true spiders in several ways. They have no distinct separation in thorax and abdomen, and only a single pair of eyes. They are further distinguished from spiders by often being generalist, opportunistic feeders rather than predators – a rare trait in arachnids. They might hunt, scavenge or graze. The South American species in our game is sometimes called the “Jason’s mask harvestman” because of the distinctive hockey mask-like pattern on its back.

In-game, the harvestman keeps its body at a safe distance from attackers with its long legs – although the legs themselves can be quite brittle. It may have a cursory nibble at a trail of leafcutter ants, but it will make a quick retreat if it suffers an injury such as the loss of a leg.







https://youtu.be/PBKmqWsBKkA
Bam! Hunting behaviour

Leafhoppers


Leafhoppers are small insects that subsist by consuming sap from plants. They’re related to cicadas and spittlebugs. True to their name, when startled or in need of new feeding grounds, they leap many times their height into the air and find another leaf to feed upon. As members of the order Hemiptera, leafhoppers are “true bugs” – insects with specialised mouthparts that feed by sucking.

Sometimes when you design a game, you want to include things purely to set the tone and enrich the world. That’s the case for leafhoppers in Empires of the Undergrowth – they’ll appear in the leafcutter levels to bring a sense of biodiversity to our recreation of the incredibly varied rainforests of Ecuador. The leafcutters obviously do not eat other insects, but their leaf-cutting activities will disturb the leafhoppers!





What Did We Do In December?


One of our developers John took a few minutes to make this post on our official forums during the last week. He details some commits (changes) made to the game source control by himself, Liam and Matt over the course of the Christmas break. Please follow that link and have a look through it yourself, but I thought I’d just highlight a couple of points he included for the sake of intrigue:

  • Balance changes to the refuse chambers – in this commit John is referring to a mechanic that will be introduced with the leafcutter levels, the refuse chambers. Leafcutters grow fungus from their foliage cuttings, and the spent fungus produces waste. It will be the job of minim workers to remove waste from the fungus gardens to the refuse chambers. Failure to have sufficient refuse chambers far enough away from the gardens will have a detrimental effect on the workforce.

  • Focus on large creature patrols – we’ve shown you some fairly big new beasts for the leafcutter levels, but we’ve not shown you everything! There are some things we don’t want to spoil just yet, if at all.


The Spiny Devil - one of the creatures getting several size variations

  • Medium-sized Spiny Devil – like the beach tiger beetles, hermit crabs and wolf spiders in the 2nd tier, several of the rainforest critters will come in several sizes. This includes the spiny devil, praying mantis and harvestman. See the previous newsletter for details on some of those beasties.

  • Leafcutter resource system – resource complexity has a step up with the leafcutters, as a natural increase in complexity makes sense from a gameplay perspective. These things need careful implementation and balancing – and that’s an ongoing process.

  • Leafhoppers and a system to manage them – as well as doing the artwork for our decorative leafhoppers (detailed above) Matt has created a system to handle their behaviour. The other denizens of the rainforest won’t interact directly with the leafhoppers (they jump away much too quick) but they’ll still realistically ping themselves away when approached.


Leafhoppers doing leafhopper stuff

John hopes to continue these sort of posts on an informal basis every so often – just to give a little insight into the day-to-day work that goes into the making of Empires of the Undergrowth. He’ll only be posting them on our own forums, so this is a good time to get yourselves signed up to them and introduce yourselves to our small but friendly community.

The State of Play


We’re getting lots of people (quite rightly) asking how far away the leafcutter update is. We’d like to think that we can recognise things we’re not very good at, and it’s fair to say that estimating our release dates is one of those things. In our experience a missed deadline, even a vague and non-specific one like “winter”, is likely to cause disappointment in our fans and that’s the last thing we want.

The leafcutter levels (3.1, 3.2 and Formicarium Challenge 3) are each an order of magnitude more complex than anything and everything we did in the 1st and 2nd tiers, and it shows in our current testing. Rest assured, although we are taking our time, we are taking our time to do it right and the results will be worth the extra patience you lovely bunch have shown yourselves to have in abundance.

It’s been policy for a while, but to make things explicit – going forward we won’t be giving vague guesstimates – only solid dates when we’re sure of our ability to meet them.

Screenshot Central


As ever, we love trawling through the screenshots on Steam to find the best of the uploads. Take your screenshots on Steam (F12 by default) and upload them once you quit the game. Photo Mode (F9) will help you get some pleasing angles on your snaps! If you’d prefer not to deal with Steam, you can also email your pictures to [email protected].

A festive snap from Smoky

Battle lines from WiseOldWeaboo

An easy-on-the-eye Formica fusca colony from MorPacke

Bug Fix Patch 0.1352 + Hotfix 0.1353

In this patch we have hunted down a bug that is crashing the game on Queen of the Hill. We thought we had it solved in the last patch but people were still reporting it. Thanks to our great community we have finally found it and interestingly it was to do with the ramp and ants falling through them when the tide rises. We have now changed how these work.

Bug Fixes



  • Fixed an issue crashing Queen of the Hill on certain hardware setups under certain circumstances. This issue was caused by ramps being made pass through-able when the tide rose on 2.1 and 2.2. This would occasionally cause ants that were pathing on them to fall and potentially re-path in a near infinite loop. This bug has been hard to replicate and hence hard to fix but special thanks to our community for helping us locate this one. Due to this we have made changes to how this works.
  • Fixed issues with creatures picking up other creatures (Interpolation should work vertically, creatures should correctly stick to the mouth and animation should play correctly during pickup)
  • Fixed an issue in Freeplay telling the player waves would spawn consecutively after 8 minutes when it should have been 12
  • Fixed a message telling the player waves would come every 5 minutes when in reality it is 6 (if you include the timer countdown)
  • Clicking the door in the lab no longer closes the game
  • Fixed an issue in Freeplay where the warning timer was not using the same calculation as the wave timer
  • All values in ant improvements are now rounded to 2 decimal places
  • Freeplay wave timer info now accurately represents the time between wave spawns and not the time from one wave spawning to the start of the next timer starting (13m setup 6m between)
  • Fixed some issues with the size of woodworm food items
  • Key presses that are meant to switch from above to below ground have been disabled in photo mode to prevent strange lighting changes
  • Fixed an issue where food could get stuck on the surface in your ant tunnel
  • Notification about the Gate mission 1 will no longer appear after you have completed it
  • Fixed an issue shrinking the areas ant could appear on the surface from the nest area
  • In-game UI elements are no longer shown in photo mode (Markers, chamber info ect)
  • Force player out of photo mode and prevent them entering it when victory of defeat is happening


Changes / Improvements


  • Creatures will no longer pass though ramps as the tide rises falling into the water. Instead any ants assigned to markers touched by the water will be immediately sent home when the marker is dismissed.
  • Beach tiger beetle larvae have been given high slow resist
  • On Queen of the Hill Challenge Mode in Easy, Normal and Hard beach tiger beetle larvae will spawn more often and increase the rate of spawns each day
  • Dead creature harvest locations and pickup locations have been more centralised, meaning ants should no longer carry woodworms within their bodies (at least less often) and harvesting should be from a more logical point of the dead creature


EDIT: Hotfix 11th January


A hotfix was released for this patch on 10th January, bringing this update to version 0.1353
  • Fixed an issue with ants staying with and repeatedly dropping a food item when all food storage was reserved, but not all food storage full
  • Uber creature resistances have been lowered