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Empires of the Undergrowth
Asid:
Optional Beta 0.22111 Available Now - Freeplay AI Saving, Fixes
Sat, 19 December 2020
We're ready for some feedback on the system to save AI colonies in freeplay - this opt-in beta should do the trick!
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
Headline Features
• Saving is now available with AI colonies in freeplay
o 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!
Fixes
• 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
Optimisations
• 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)
Asid:
V0.22112 Update Out Now - Freeplay AI Saving, Fixes & Optimisation
Wed, 23 December
An important feature for the longevity of freeplay games with AI colonies, you can now save games that include them!
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.
Headline Features
• Saving is now available with AI colonies in freeplay
o 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!
Fixes
• 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
Optimisations
• 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!
Asid:
Optional Beta Available Now 0.2222 - Extra Levels for Testing
Wed, January 27, 2021
If you'd like to help us test some upcoming extra levels, you can join this optional beta!
It’s time for an optional beta! This beta has some fixes for long-standing issues and, more excitingly, comes with 4 (!) new extra levels for testing and balance. Extra levels are fast to develop as most of them don't need extensive new systems and artwork; we can make one of these in just a few short hours but testing them for balance is another thing. They need some feedback!
We are looking for feedback on balance in the 4 new extra levels. You can leave them on our Discord, Steam forum, or official forums.
If you’d like to help out, we’d be very happy for you to give them a spin now! You’ll need to be a Windows 64 bit owner on Steam to join the beta.
PLEASE NOTE! Once the testing phase is over and this update goes live on the main branch, the new extra levels will be removed from the list again, and will reappear monthly after that (exact dates to be announced as the time approaches).
If you would like to join the beta, the code is givemeextraextra. If you don’t know how to join a beta and would like to, follow the instructions 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 givemeextraextra
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.
0.2222 Patch Notes
• New extra levels added to be rolled out monthly, but available in this beta for testing for a short time:
• Occupation - a wood ant level not unlike the campaign level New Home
• Cramped - a heavily infested leafcutter level with a surface, kill all enemies!
• The Culling - a black ant level with interesting enemy spawning mechanics
• 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!
• 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
• 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
Asid:
January 2021 Newsletter
Fri, 29 January 2021
Covering EotU-related news from December 2020 to January 2021
In our first newsletter of the new year, covering news from December 2020 and January 2021, we have some critters from the fourth tier of the formicarium story to talk about (and perhaps a tiny little sneak preview of a story mission), as well as some discussion of some new extra levels that will be coming your way over the next few months. Also, on the company side of things (which we do have to occasionally think about) we’ve recently launched an updated version of our website, which should make it easier to find information about Slug Disco Studios Ltd. and the games we publish. Thanks to Dan, our recently-hired marketing content creator, for his stellar work on bringing the website into the 2020s!
A screenshot from an upcoming extra level – Cramped
4th Tier Creatures
With our artist Matt on a big drive to complete lots of 3D models, textures and animations for the fire ant update, we have a few new creatures to show off to you. It’s exciting to be able to see some of the denizens of the swamp ready and in the game! The 4th tier levels take place in a nature preserve known as the Green Swamp in North Carolina, so all of the creatures in the 4th tier levels are either native or invasive to that place in real life.
Since we’re talking about the 4th tier levels, it’s worth reiterating our policy on release dates. We do not do estimates for big content releases – we’ve done that in the past and since game development is very unpredictable in how long certain tasks will take, we’ve ended up disappointing people before and end up having to push estimates back further. To that end, we stick to the old development adage of “when it’s done” – and as soon as we have a date we are 100% sure we can hit, we will be very loud about letting everyone know.
Six-Spotted Tiger Beetle
We announced this critter some time back, but now we have completed artwork to show you. The six-spotted tiger beetle (Cicindela sexguttata) is a common sight in the undergrowth of North America. A fast daytime hunter, its large compound eyes scour the landscape as it also feels for vibrations. It is a voracious hunter of ants, and your Solenopsis invicta are very much on the menu.
Cicindela sexguttata, in-game model
Cicindela sexguttata will be a little smaller than the other tiger beetle in the game (the beach tiger beetle), but just as deadly. We particularly like the motion that Matt has bestowed him with, just look at that elytra (wing casing) action in this animation showreel!
Read on
Asid:
Optional Beta 0.2223 - Engine Upgrade & Fixes, Fix for Laptop Users
Fri, 5 March 2021
Also a new menu for the extra levels giving a description and time estimate
In order to fix a crash that was happening on certain laptops with Intel chips we have had to update the Unreal Engine version Empires of the Undergrowth is built on. Doing so may have some performance improvements but mostly the experience should be the same.
We’ve done plenty of testing ourselves but a change like this is systemic, so any part of the game could have issues that we’ve missed.
We are running this beta to make sure there are no hidden bugs that cropped up during the engine update, and we appreciate anyone who can spend some time testing any and all aspects of the game for problems.
If you would like to join the beta, the code is givemeextraextra. If you don’t know how to join a beta and would like to, follow the instructions 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 givemeextraextra
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.
We highly recommend making a backup of your saved games before you run an optional beta, on the off-chance that some changes cause them to be corrupted. To see where your saves are stored, see the information in this thread on the Steam forums. https://steamcommunity.com/app/463530/discussions/0/1489992713700086489/?snr=2_groupannouncements_detail_
Fixes
• The game will no longer crash on startup when using specific Intel graphics chips
• Fixed a crash that could occur at low frame rates
• Fixed an issue with player-controlled spider movement
• 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
• The Culling is no longer stuck on easy
• 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
• Improved checks added to food pickup meaning food should go ignored less
• 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
Features
• Extra levels now come with a description and minimap when selecting them from the menu
Updates
• Minor bot optimisations
Thanks to syrian dugong on our Discord for the screenshot used in the artwork for this post!
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