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Offline Asid

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Re: Empires of the Undergrowth
« Reply #45 on: February 20, 2020, 02:50:43 PM »
Beta Testing - 0.21141 - Fixes & Optimisations
Thu, 20 February 2020


Latest round of fixes to the optional beta addresses some issues that arose whilst bringing the story campaign back
A bug fixing update for the optional beta, dealing mainly with the fallout from reintroducing the story campaign back into it. We’re homing in on having this update ready for the main branch but if you’d like to join the beta whilst it’s still running, follow the instructions in the box near the top of this previous post!


Fixes & Optimisations

•   Fixed issues caused by creatures jumping up ledges
•   Fixed creatures stuck near ramp tops
•   Fixed an issue that could cause infinite spawning of wood ants from fish landmark (and other issues in infestation landmark)
•   Fixed a crash related to creatures disappearing whilst climbing
•   Hidden some development boxes from ramps in 3.2
•   Minims will now appear on leaves carried by level 3 majors and mediae to represent their 100% chance of defending from phorid flies
•   Fixed underground marker path arrows being wrong way round when placing marker on surface
•   Improvements to collision detection with difficult shapes
•   Adjusted ramp collisions
•   Adjusted some plants and collision settings in 3.1 to help with creatures getting stuck
•   Difficulty applied due to getting close to completing an objective in freeplay is now removed once the objective is complete
•   Improved leafcutter repel phorid fly animation
•   Fixed some issues where loaded ants from old games could be moved to the top of a tunnel and get stuck
•   Food stuck under lab formicarium is now correctly on the surface
•   Fixed an issue where beach tiger beetle larvae would not attack in 2.x challenge modes
•   Fixed an issue where mole crickets were spawning in 1.2 far too quickly with the challenge on
•   Added some fixes for creatures dropping food, will now do a check to see if the dropped tile is accessible and can successfully drop off cliff without becoming inaccessible
•   Some fixes added to phorid fly spawners making spawn failures less likely
•   Removed excessive resource scans for creatures
•   Fixed an issue where creatures could get stuck trying to pick up a food item
•   Fixed an issue on 3.2 where army ants would ignore other enemies until attacked
•   Fixed an issue where Formicarium Challenge 2 could be won with spiders still alive in rare circumstances
•   Creatures should no longer get stuck on one another if they reload at same location or jump to same location


As mentioned, we're not far from fixing the issues and bringing this update to the main branch. We likely have a round of balance changes to go before we reach that point, so we'll be taking into account all of your feedback before we set about doing this.

Thanks to everyone who has been particularly helpful during this beta period (you know who you are!) and thank you to everyone who's given us clues about where glitches might be hiding - you've made the process much smoother.


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Offline Asid

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Re: Empires of the Undergrowth
« Reply #46 on: March 07, 2020, 12:01:08 AM »
Beta Testing - 0.21142 - Freeplay Changes & Fixes
STARTEDFri, 6 March 2020

Making things a little easier for leafcutters in freeplay and making changes to food scaling




Some help for leafcutters in freeplay with regenerating leaves now being a thing (in freeplay only - campaign level leaves do not grow back). This is an optional beta - if you’d like to join the beta whilst it’s still running, follow the instructions in the box near the top of this previous post. If you're already on the beta branch you won't need to do this; the game should update by itself. NOTE: The beta will only run on Windows. Once we've finished the beta period Mac and Linux will get the full finished update!

Freeplay Balance Changes

•   Leaves will now regenerate in freeplay five minutes after some have been harvested (saplings regenerate 100, red rusty plant 200 and green plant 300)
•   Food reduction in freeplay now kicks in at 200% difficulty (up from 50%) and drops to a minimum at 960% difficulty (up from 150%).
•   Creatures in freeplay will more rapidly get to scale level 5 between difficulty values of 100 and 200% but will then only increase 1 level per 20% after that point (up from 10%)
•   Physical creature size now increases slower and caps totally at triple size (in practice it should never reach this value)
•   Chance of uber spawning now increases the longer one has not spawned. At max at 45 mins after last spawn. This will cause more ubers to spawn at lower difficulties or if one has not spawned in a while


Fixes and Optimisations

•   Minims should now appear on both sides of carried leaves by level 3 majors and mediae
•   Creatures should no longer get stuck in pickup state (appearing static picking up food)
•   Some tweaks to creature movement
•   Possible fix for issues where creatures can end up inside ramps
•   Corrected an error that could cause creatures to get stuck at the entrance to ramps
•   Fixed an issue (again) with the scientists hand not squashing ants
•   Can no longer see water in tunnels during cinematics in 2.1 and 2.2
•   A patrol route behind the players nest has been reactivated in 3.2
•   Tweaked some patrols in 3.2
•   Phorid flies will now display little health bars to make them more visible
•   Fixed an issue where a creature could get stuck trying to harvest a resource if combat started and ended briefly during it heading to the resource
•   Fixed an issue where workers could survive their tiles being deleted if they have the “evasive” skill
•   Fixed a crash caused by placing markers in banned areas using the minimap
•   After purchasing a queen ability, all queen cool-downs need to recharge (prevents switching queen abilities during formicarium challenge exploit)
•   An ant may only remove one phorid fly every three minutes to prevent clearing a patch by a single level 3 ant
•   The huge whip spider will now walk normally again in 3.2
•   Food visually can only be 40% its default size so small food items are more visible and scales slower at the upper end of values
•   Fixed an issue where loaded eggs could be tiny if saved in their frozen state
•   Update to how markers work fixing an exploit where you could use two markers to completely empty a trail
•   Updates to markers to pull ants from more old marker locations and changed these locations priorities. It should feel smoother and is more forgiving to army repositioning
•   Ladybirds now immune to many crowd control effects to prevent them being affected whilst eating an aphid
•   Camera now correctly exits victory animation after continuing freeplay post victory
•   Music restarts when continuing freeplay post victory
•   Fixed a crash that could occur on maps that have tiles removed such as the second lab formicarium
•   Got rid of some buried harvestable beetles in 3.1
•   Fixed a crash with swarm point in underground only maps
•   “Attack when favourable” creatures (such as mantis and jumping spider) now takes nearby allies into account when deciding to attack or not
•   Optimisations added to path following
•   Improvements to ant crowd movement - particularly in combat
•   Fixed an issue where leafcutters were not making digging noises
•   Fixed a rare crash in path finding
•   Fixed an issue where building and upgrading was no longer making noise
•   Mole crickets now take room size into account when selecting a room to spawn in
•   Fixed issues with funnel web movement


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Offline Asid

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Re: Empires of the Undergrowth
« Reply #47 on: March 24, 2020, 01:29:43 PM »
Beta 0.21152 - Last Bits of Balance and Fixes, Mac & Linux Builds
Mon, 23 March 2020

Last bits of balance and fixes! Just a very short test to make sure nothing we’ve added or fixed causes any major issues - and then this should be the last one before we set it on the main branch. Hang tight just a little longer if you’ve been waiting for the beta to finish!

This beta now includes Mac, Linux and Win32 builds if anyone would like to test for them! For those familiar with how to activate a beta password the word is christmasants. For more detailed instructions see this post on the forum.

Thanks to ant27rex for the screenshot used in the header and cover of this post!

Balance - Baby Sitting
•   Reduced number of funnel web spiders on hard and insane difficulties
•   Provided slightly more time between computer actions on insane difficulty
•   Dead creatures provide more food on hard and insane difficulties

Fixes
•   Just Isn’t Cricket achievement will now correctly complete instead of completing a different one
•   Slave makers now correctly drop resources when they see an enemy
•   Fixed an issue where an invisible enemy could be present in replays of formicarium challenge 3
•   Fixed an issue where you would autocomplete Rapid Growth and NOPE after beating 1.2 insane
•   Achievements will now only give their failed or succeeded announcement if you do not already have them
•   Fixed an issue where tunnelling enemies (Extremis and Surrounded) could get stuck digging nothing or standing still if they tunnelled out and could not see an enemy



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Offline Asid

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Re: Empires of the Undergrowth
« Reply #48 on: March 25, 2020, 12:39:35 PM »
0.21 Early Access Out Now - Freeplay, Phorids, Extra Levels and Achievements
Tue, 24 March 2020




Thanks to everyone in the optional beta who has helped us test the past few months! Read on for the 0.21 changes.
For many months we have been working hard on improving movement in Empires of the Undergrowth, and this patch represents successes in this area but also a bunch of content and quality-of-life changes that we hope you will be pleased with.

Thanks so much for those of you who have helped out during the beta phase for this update; we’re very glad to be able to release it for everyone!
 



Headline Features


Updated Movement Code

After replacing most of the movement code in the game and running extensive beta tests, this is now ready to go. This will lead to a noticeable performance boost for all which ultimately means more creatures and bigger maps!

This will also help fix bugs that have been persistent in movement for a long time. Bugs to do with ants freezing or getting stuck on ramps should, for the most part, be eliminated.

Freeplay Overhaul

Freeplay has seen many changes and should feel very different now than it used to.

•   Leaf cutters make their way to freeplay, along with climbable plants!
•   New rainforest map Embankment
•   Difficulty has been tuned and and extra difficulty option added that affects how quickly and how far the games difficulty will change
•   Optional victory conditions have been added allowing you to set goals (these also affect the difficulty as you approach victory)
•   Freeplay setups can be saved, and can also be shared via a string
•   Ubers have been rebalanced bringing them to a fairer difficulty level. They have also been altered to be strong / weak against various enemy combinations
•   As difficulty increases, creatures will now get stronger (rather than just more numerous) and will have much less food reduction

Extra Levels

We will be bringing regular extra missions to the game apart from the main campaign. Here we have allowed ourselves more freedom to do things in a more game-like fashion rather than true to nature, like we strive to be in the story.The first 3 maps will be released a month apart!

•   Aggrandise launches today! Command a Formica ereptor colony featuring the fierce trap jaw ants and carefully choose your targets as your colony grows large enough to take on a large foe!
•   More are on the way - follow our social media for details!

Third Tier Challenge Mode

Phorid flies are tiny, inconspicuous-looking insects that could easily be mistaken for fruit flies but are far deadlier. They lay their eggs between the armoured carapaces of insects, in particular your ants, leading to a time where they will be less effective followed by inevitable death as the larva eats away at the innards.

All ants have a chance of fighting off the flies when they are attacked, but level 3 mediae and majors have a 100% chance to fight them off.

First Tier Achievements

We have also added a bunch of achievements for the first tier levels of the game. This includes New Home, Subjugation and the first formicarium challenge. Multiple achievements have been added for various difficulties and challenge modes. There are the generic achievements, such as finishing a level on a specific difficulty, but also tasks that have specific conditions to achieve. Check your achievements from the in-game menu.


Optimisation and Balance

On top of all these additions there has been a raft of optimisation changes made that should also improve performance. Some areas have also seen balance changes including area-of-effect (AOE) attacks, insane difficulty on 3.2 Front Line and many others. Many of these changes are listed below.

Optimisations

•   Projectiles have been significantly optimised (very noticeable with rapid fire wood ants)
•   Substantially reduced the cost of rendering the Isolepis Cernua (spiky plant)
•   And many more! See previous patch notes from beta testing for extensive details


Balance

•   Black ants now take 20% less damage from AOE attacks
•   3.2 Front Line on harder difficulties will spawn less environmental creatures and more higher level army ants
•   Formicarium challenge 3 has been made much easier on harder difficulties:
•   Reduced the number of resource refills the enemy colony receives across various difficulties (now 0/1/2/4 down from 0/1/5/10)
•   Reduced reload quantity to 1800 (down from 2000)
•   Resource reloads will now appear gradually (10 per second) rather than instantly
•   Reduced size of cricket drops on harder difficulties
•   Damage falloff implemented on wood ant mortar, uber basic attacks and some whip spider attacks. This deals less damage the further away from the epicentre of the attack the creature is (reaching zero at the very edge)


Selected Improvements

•   Multiple frame rate limits added
•   Added an option slider for a darkened square behind resource counters for visibility
•   Markers should feel more responsive with faster movement between different markers, more ants at the end of the marker and far fewer ants waiting at home to head to the marker
•   Camera zoom now interpolates very rapidly
•   Visuals added for leafcutter major auras
•   Difficulty levels have been added for Formicarium challenges 1 and 2
•   Trail calculations have been updated. Should lead to more ants at the end of trails, more consistent flows and less ants waiting underground
•   And many more! See previous patch notes from beta testing for extensive details


Selected Fixes

•   Significantly less ants getting caught on corners
•   Corrected an error that could cause creatures to get stuck at the entrance to ramps
•   A previously dormant patrol route behind the player’s nest has been reactivated in 3.2
•   Fixed an issue where workers could survive their tiles being deleted if they have the “evasive” skill
•   After purchasing a queen ability, all queen cool-downs need to recharge (prevents switching queen abilities during formicarium challenge exploit)
•   Ladybirds now immune to many crowd control effects to prevent them being affected whilst eating an aphid
•   “Attack when favourable” creatures (such as mantis and jumping spider) now take nearby allies into account when deciding to attack or not
•   Improvements to ant crowd movement - particularly in combat
•   Mole crickets now take room size into account when selecting a room to spawn in
•   Improvements to collision detection with difficult shapes
•   Battle arena now only removes creatures that are not in combat
•   Ubers will no longer ignore the nest invasion setting in freeplay setup
•   Moved all pebbles off walkable area in the original Hungry Spider level
•   Fixed a visual error with the wood ant projectile splash
•   And many more! See previous patch notes from beta testing for extensive details


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