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Empires of the Undergrowth News

Update 0.2022 - Fixes / Balances for Leafcutter Update + New Demo Level

Since we launched the update two weeks ago we have received plenty of bug reports and fixed most of them. Additionally we have made a couple of balance changes. We also now have full interface localisation for German, and almost full for Simplified Chinese.

Localisation changes

  • Added in interface localisation for both German and Simplified Chinese (Chinese missing some small areas) languages
  • Most user interface widgets in the game altered to allow more space for text, or made to stretch to text size
  • Corrected a sentence in German translation


Features

  • Added the new demo level "The Crucible" into alpha demo levels (see - "Other Modes")


Changes / Improvements

  • Accept button is now visible but grey when on the reward selection dialogue
  • Tooltip added to the above button whilst disabled
  • The army ant progress bar is greyed out when they can no longer advance to another lane later in the day
  • Thorns have been disabled for projectile users
  • Hotkey for displaying resources has been separated from tile info hotkey (UI elements for these are coming soon) and it now directly affects the option in the options menu rather than being a per-level toggle
  • Scoreboard now mentions the difficulty played after the level name
  • Large praying mantis snatch ability cool-down increased to 8s (up from 6s)
  • Large praying mantis snatch ability healing reduced to 360 (down from 400)
  • Reduced creature spawn difficulty on 3.2 insane by 10%
  • Slightly raised the decal transparency to make them more visible
  • Leafcutter parent node in the tech tree now correctly greys out until the prerequisite is reached
  • Formicarium level select will now scroll to where you are once opened
  • Fixed an issue with the options dialogue and fullscreen / windowed / windowed fullscreen modes
  • Fixed an issue where surface transitions were less visible at night
  • Increased damage of level 3 rapid fire wood ants to 3.5 per hit (up from 3)
  • Increased damage returned by leafcutter "Sharp" upgrade thorns effect to 65% (up from 50%)
  • Added a warning about refuse de-buff to the tiles tooltip


Fixes

  • Fixed an issue that would cause an infinite loop when deleting major tiles in the formicarium
  • All leafcutter chambers (including speed tiles in leafcutter) now refund leaves when deleted rather than seeds
  • Creatures now drop what they are holding when picked up (fixes the floating leaf praying mantis issue)
  • Fixed an issue that affects the time at the start of missions
  • Army ants no longer gather food if they are heading to attack your queen in 3.2 (fixes the permanent harvesting issue)
  • Fixed an issue where refunding tiles before they are built in leafcutter levels could sometimes award no resources back (and still leave you with waste)
  • Fixed an issue where constantly reloading formicarium 2 would give you free woodworms
  • More of the vine in 3.1 should be harvestable
  • Vines not sitting above a tile grid will now show up as harvestable
  • Fixed an issue where demo levels would always show victory on defeat
  • Fixed a freeplay creature setup issue which could untick all rainforest creatures if all of another type of creature were unticked
  • Upgraded leafcutter tiles will now correctly increase in storage to 20 / 30 / 40 (up from 20 / 20 / 20)
  • Tile upgrades will now always happen once the tile has been marked for upgrade and will no longer not happen if the upgrade points drop during the upgrade
  • Moved an item of foliage in the formicarium so it is no longer overlapping another
  • Removed an invisible food item on 2.1 and replaced it with a dead beach tiger beetle
  • Switch underground keys will no longer work in freeplay
  • Food being processed should no longer show on the minimap or UI overlay
  • Speed tile effects will no longer apply before the tile is built

The Leafcutter Update V0.2 - Out Now!

We're very pleased to announce that our first major update for Empires of the Undergrowth, the Leafcutter Update, is now available for Windows, Mac & Linux! Featuring an all-new rain forest 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.

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.

https://youtu.be/HoRqZa7BH9Q

Headline Features


New Formicarium Tier Added

  • New playable species - The Leafcutters

    • Featuring 4 sizes of ant (minims, minors, media and major) which can walk under / over one another
    • Major leafcutters are tank units with very high health and come in two forms:

      • Stun majors stun targets for 4s and at level 3 will slow them to a crawl for a further 4s
      • Taunt majors force targets to attack them for 4s and at level 3 at 50% health will reduce all incoming damage by 80% for 4s

    • Unique resource management

      • Leafcutters need leaves to cultivate a special fungus which is their only source of food!
      • Leaves can be gathered on the surface from various climbable plants
      • Once gathered leaves are taken to a leaf drop-off chamber
      • Each nursery built spawns a free minim ant (tiny leafcutter)
      • The minims take the leaves from the leaf drop-off to nurseries where it is cultivated into fungus that can be spent
      • Once fungus is spent, its remains will need to be taken to a refuse chamber where it can safely decompose
      • The distance between nurseries, leaf drop off chambers and refuse chambers affects the efficient processing of leaves leading to some careful colony design decisions.


  • Two new levels in the rainforests of Ecuador

    • Two very different levels with unique challenges and threats with carefully designed difficulty settings to suit you level of play!
    • The new environments offer a host of new fauna and flora and have a very different feel to them from previous levels

  • A new formicarium challenge - What has the evil scientist got planned this time?

    • Do you think you could hate the evil scientist any more? We think you might after you see what he has in store!

  • Add the mighty leafcutter major to your formicarium!

    • 4 unique upgrade options

      • Sharp - This aura causes attackers of the major and any nearby friendly creatures to reflect an amount of damage back to themselves
      • Resilient - This aura causes the major and any nearby friendly creatures to take less damage each hit
      • Durable - All incoming damage to the major is reduced by a set amount
      • Shockproof - Limits damage to the major in any single hit

    • 4 improvement upgrades to spend that extra jelly on!

  • More than double the enemy creatures!

    • Variety is the spice of life and the rainforest is the king of variety! Each of the new creatures comes with its own stats and abilities and will require their own approach to take down


Other changes and improvements

  • Creatures sizes mean you can get more to the front line
  • Minimap now displays food that can be collected
  • Quantity held by all food types is now displayed when showing tile info
  • New enemy creatures have made there way into the battle arena and freeplay
  • Freeplay setup dialogue changed to use more screen space for options
  • Pheromone marker assignment panel now displays the living ants from chambers


Balance changes

  • Queens have been given 50% resistance to slow their deaths
  • Queen Second Wind invulnerability duration increased to 30s (up from 20)


https://youtu.be/5j4xo7WiwC4

How To Play As Leafcutters

Only a few days to go now ... get ahead a little by looking at this brief explanation of the leafcutter food mechanics.

https://youtu.be/5j4xo7WiwC4

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