Ich bin durch! Ich habe die komplette Kampagne durchgespielt. Auch wenn die eigentlich nicht lang ist, hatte ich doch öfter mit Problemen zu kämpfen. Die Jungs und Mädels hinter dem Spiel haben sich aber echt ins Zeug gelegt und ich habe bekommen was ich damals erwartet habe.
Multiplayer habe ich leider nicht testen können, weil kein Spiel offen war. Vielleicht meldet sich mal jemand zum Zocken ;)
Solides Spiel, macht Laune und schaut gut aus. Mal sehen was der DLC wird, der noch aussteht.
Heute ist der Patch V1.1 für War for the Overworld heraus gekommen. Und die Liste der Bugfixe ist lang! Ich habe sie einfach mal hinter das Entwicklervideo geklemmt. Bleibt nur zu sagen, dass es nun viel flüssiger läuft. Im Moment jedenfalls. Der Gesamteindruck ist runder und (wer’s mag) Multiplayer kommt nun auch richtig zum Zug. Den habe ich aber noch nicht getestet. In diesem Sinne: Gute Nacht!
Patch 1.1 – “Eternal Conflict” Release notes
Known Issues
Although we have worked hard to ensure that Patch 1.1 is as free from bugs as we possibly can we are aware of a number of remaining issues, we are working on resolving the following and you should see these fixed over the coming patches! We’re pla
Campaign Menu background is occasionally flashing black for some players
Maunfacturing shrines do not visibly produce defence parts after a save/load (They are produced just not rendered)
All themes are currently using standard wall connectors in unknown circumstances
Melee units sometimes have trouble hitting defences that are fortified with a rampart
Destroyed Siege doors on Level 13 do not disappear and sometimes have the wrong orientation
Beastmasters sometimes cannot catch beasts to train them
Ghouls sometimes choose to not follow Necromancers without a rally flag
The game is sometimes crashing on boot for some players
Gold statues cannot be slapped properly in Multiplayer
Own player’s Augrum walls are unmineable to that player in Multiplayer
Sometimes minions visually appear to fight despite being rendered unconcious in Multiplayer
Workers sometimes have trouble picking up units near props in Multiplayer
Clients cannot pickup prisoners in Multiplayer
Blade Lotus is not correctly appearing as invisible
Blade Lotus animations are not always firing correctly
Black fog of war is still showing in Multiplayer games
4-Player Skirmish & Multiplayer
We’ve reintroduced 4-Player Skirmish & Multiplayer maps after significant overhauls to the way that 4-Player Multiplayer is handled which should allow the game to run much more smoothly.
It is now possible to participate in 4-Player Skirmish & Multiplayer Matches
In Multiplayer players can be any combination of Human and AI opponents
4-Player maps can also be played with empty slots giving you plenty of room to expand
9 New 4-Player maps (see Below)
Unit Spawning Changes
We are in the process of making changes to the unit spawning system so you can expect regular changes to this behaviour over the next few patches. Our goal is to encourage more variety in dungeon builds and strategies afforded by unit spawning by making more unit types more viable.
Units no longer decrease the spawn rate of their own type, provided there is room for that unit type they will continue to be attracted at the same rate as limited by your Gateways
New Skirmish & Multiplayer Maps
We’ve added 17 new Skirmish & Multiplayer maps into the mix with this patch and we’re determined to continue adding more in the patches to come. Check out our Imgur Album for an eagle eye view of each new map!
All 600 health is now fortified instead of the last 200
Part requirement reduced from 5 to 3
Gold cost reduced from 4000 to 2250
Replacement Earth
Increased gold cost from 400 to 1000
Underminer
Cost increased to 3000 Gold (Up from 2000)
Rooms
Garrison
Increased damage resistance granted to walls from 50% to 75%
Increased buff duration from 3 minutes to 4 minutes
Reduced defense healing to 10 + 0.75% of defense health per second (Down from 10 + 2.5% per second)
Removed defence damage resistance buff
Removed wall fortification speed buff
Arena
The Arena now allows for units to spectate battles which will provide 1 happiness point per second. Units will occasionally decide to spectate the Arena of their own free will.
Archive
Research will now stop when three more sins are researched than the total unlockable aspects in the veins of evil
Units
Workers
Workers will now repair walls at the same rate as they fortify them (instead of double the speed)
Worker’s movement and working speeds reduced
Arcanist
Unbound Power now increases damage and decreases resistances by less. Stacks less times.
Micro-Piglet
Added an “Oink” action which can be used to distract other units in possession
Emperor Lucius
Minor Resistance Tweaks
Spells
Obey
Now only castable on Workers and Intelligent units, as beasts and others do not have efficiency
Possession
You are now only able to perform a task at a maximum rate that is twice as fast as the standard unit
Terrain
Stone
Now has 300 health standard, 600 when fortified (Up from 200/400)
Visual Changes
Posession Mode Overhaul
Based on player feedback we’ve implemented a number of changes to possession mode in order to make the experience more enjoyable and interesting.
Camera should no longer clip through bodies
Targeting Reticule has been added, when hovered over a target information on that target will be displayed
Added some additional feedback to various attacks
New Ability Icons for every unit ability in the game
Some visual changes to how certain units see the world
Fixed pig eating so it doesn’t cause an explosive response on the camera
Info panel will now display information on your targets
Icons have been added to abilities
Other Changes
Impenetrable walls now use the correct theme for neighbouring owned tiles
Dungeon Core animation states are now tied to their health levels
Many defences now have death animations
Damage states added for Corridoors
Three more dungeon themes are now unlockable through various means
Glacial Door walls now use old permafrost frost
Some additional animations have been introduced
Reduced the distance at which workers will perform dig tasks on blood money statues
Sovereign Theme Worker Implemented
Kickstarter Theme Worker Implemented
Mira Theme Worker Implemented
Korvek Theme worker implemented
Founder theme worker Implemented
Evil Arcane Theme Implemented
New Stone Textures
New Art for Mira Bridge
New Rally flag icons
New Texture for Augrum wall
New Siege Shrine Assets
Updated shader middleware
New Drawbridge Prop added on Level 13
Firebreath animation added to Behemoth
New Artefact activation effects
Clutter Implemented in many rooms
Alchemy Lab
Wooden Bridge
Tavern
Torture Chamber
Garrison
Foundry
Beast Den
Archive
Lair
Improved the visual appearance of Gold Chunks
UI Changes
The Information Panel has received a complete overhaul, all game objects have received new tooltips and pertinent information
Multiplayer and Skirmish Lobbies have received a complete overhaul
Hotkeys have been added to the game and are configurable via the options menu, please see the attached post for a full list of hotkeys
Outdated Save files will now show their authored version string in red
Sell information is now displayed when you’re in the process of selling a room or defence
Objects in the hand of evil will no longer display when the pause menu is opened
Information on population is now displayed on Gateways and Beast portals
Added in-game chat for Multiplayer Games
Shiny new loading screen with tips!
Audio Changes
More VO added for the Mentor to alert the player to various happenings around their dungeon including
Specific Alerts for reasons why units are unhappy or angry
Alerts for Vampire happiness due to missing blood supplies
Alerts for individual units
General Alerts for combat
Alerts for units rebelling
Alerts for specific rooms being too small
More variations for regularly announced lines (Your minions have researched a new sin for you)
Distinct alerts for specific shrines
Additional VO for the Mentor during the campaign to explain new aspects as they are introduced
VO on Level 9 has had it’s volume tuned down a bit
Some missing sounds for combat have been reimplemented
Tuned down the “Your minions are under attack” voice alert frequency
Multiple tweaks and improvements on several alerts
Added various SFX to the game
Map changes
Summon Worker is now available from the start of level 3 don’t forget to leave mana for defences!
After unlocking the Underminer on Level 4 the veins can now be closed by clicking the veins button
Maps in Multiplayer are now explored from the start but hidden by fog of war
Replaced non-working reveal map artefact in level 7 with a Spirit Workers artefact
The Prison in level 6 should now be fully discovered as intended
Mira (Level 11) is now a more challenging adversary
The Kenos ritual announcement in level 12 now uses the right line
Rearranged to dialogue on level 8 to better introduce new elements
The countdown in level 9 now displays in the language chosen by the player
Enhanced Dalaran Effect for level 13
Additional Unit respawn in Level 13 in addition keep units will focus on defence
Removed corner prop on Empire Crypt on Level 13
Several Changes to Home Realm
Removed infinite gold & mana
Sappers now carry 500 gold
Bosses now carry 10000 gold
Weak units now carry 1000 gold
Strong units now carry 2500 gold
AI Changes
Empire units no longer flee while on patrol
Made some tweaks to the AI Player, will now build rooms more efficiently
The AI Player will only sell rooms which are either far away or ones that it does not need
Workers should be more eager to do important tasks during battle if they are healthy enough to survive
Workers who have been assigned a dig task via being dropped will now continue to focus any form of dig task against any kind of terrain as opposed to just the terrain they were dropped near
Reduced the distance which units who are rallied will chase enemy units that are not in combat
Refactored workers performing carrying tasks over large distances, should yield some performance increases on larger levels such as level 4
Plenty of back end tweaks that should increase performance for many players
Fixed the performance of Revelation Ritual especially on larger maps
Some Improvements to pathing which should result in both better and more efficient paths
Game Start-up time improved significantly! Now takes ¼ the time to startup!
Reduced the performance impact of gold piles
Misc Changes
Options menu updated, new settings have been added
Configuration menu for Hotkeys
Default Texture size in options now set to half, full size still available in options
The multiplayer game lobby will now navigate back to the main multiplayer menu after a disconnect
Arcane Theme now available for early access participants
Fixed Achievement conditions for Levels 4, 9, 10, 12, 13 and Homerealm
Fixed Acheivement conditions for beating particular AIs
Campaign Map Selection highlight now hides when briefing is being viewed
Bug Fixes
Potentially fixed the “Too many threads” crash
Numerous tweaks and fixes to back end processes to increase stability
Fixed a stack overflow crash related to selling defences with ramparts using a drag sell box
Fixed a number of issues related to overcrowded prisons namely:
Prisoners screaming constantly
Prisoners are brought back to the prison instead of being tortured
Selling a prison which is overcrowded will cause a game crash
When Prisons are overcrowded you cannot pick up the units in it
Fixed an issue where the Vampire would constantly become quicker to anger meaning it was not possible to keep him happy with Prisoners
Fixed a client freeze caused when the camera was in fog of war
Fixed languages settings not applying when the game starts
Clients in Multiplayer should now be able to correctly grab gold and rats
Fixed the Tavern Cannon in Multiplayer
Password requests now show up properly for Multiplayer games
Old Games should now disappear correctly from the Multiplayer list
Fixed Lord O’theland’s resistances in C3 where he was too weak to certain units
Dalaran effect now correctly disappears when C4 is complete
Home Realm Gold Tagging can no longer cause issues
Objectives will now correctly update on C8 and C7 for boss tombs
Fixed a bug where tiles were needlessly respawned even though the mesh was going to be the same
Fixed a bug on C8 where an indestructible defence blocked the player’s path
Units that have been imprisoned and converted are now properly added to their new faction’s default rally group
Fixed an issue where all units would reach their targets after a few seconds even if they don’t physically reach it
Fixed a bug where the unit panel would be un-scrollable
Fixed a bug where Lava was no longer dealing damage over time to units inside it
Fixed an issue where Dungeon Cores were claimable before being destroyed
Fixed a rare bug where allied units would be taken to prison instead of their lair
Unit bounds should now be set correctly on all units
Fixed a health and max health mismatch on cores and Underworld Gateways
Fixed an issue which affected the range of the Garrison
Fixed a number of issues with visual and physical issues with charge attacks
Fixed a visual issue where water tiles that are adjacent to lava tiles will display streaks of lava from the foundry
Fixed a bug where VFX would not correctly start at ground height
Fixed a broken patrol system which would cause empire units to wander and end up in odd places
Flying units will now lie on the floor correctly when dead
Fixed an issue where Wooden bridges could be placed upon lava
Fixed a bug which would cause gold piles to fall at an angle
Fixed an issue which caused the Vampire to constantly play the “Raise” animation when grabbed
Fixed a bug which caused Blood Money statues of Bafu or Oculi to continue floating up and down
Fixed a bug where pre-placed and loaded gargoyles would not be facing in the appropriate direction
Dungeon Cores have been well and truly glued to the floor they should never take off ever again… ever…
Right clicking after selecting a mission on the campaign map now correctly stops the VO
Fixed a bug where remove all rally flags was not removing flags
Fixed potential issues with multiple area based abilities stacking
Made some fixes with beasts and beastmaster behaviour mixing with the Arena
Fixed AIs on campaign sometimes never starting
Minions can no longer eat Micropiglets while they’re being dragged by workers
Spirit Chamber props will now correctly mouse over from the start of a match
Objectives tab is now able to be hidden in Sandbox
Dropping units into the Tavern Spitroast Cannon will no longer cause the unit to slowly float down
Fixed walkability of room tiles, all are now standardised speed meaning units will choose to path through rooms instead of around them
Fixed a bug which caused Magical meat to not satisfy hunger
Fixed a bug where Magical Meat would feed enemy units as well
The game will now properly end in all cases when Rhaskos is killed in level 7
Fixed an issue with highlighting vault gold items
Pigs will no longer gain shields when picked up and dropped
Fixed Death VFX for Piggies not playing
Fixed a bug on level 3 where a tavern table was offset
Ember Demons now correctly explode on death
Beast Masters have been talked out of eating their health shields
Fixed Inhibitors not correctly displaying their damage states
Fixed some issues which were causing Audio spam
Fixed issues which occurred when multiple death VFXs were played
Selling a defence should no longer reset team colour
Fixed an issue where statues created by Blood Money would continue to play sounds
Fixed a bug on level 10 where wooden doors were not closing automatically
Fixed an issue which caused the Wormhole potion to not apply to enemies
Fixed spirits not being able to be used as part of the Spirit Chamber
Fixed many many many Multiplayer Issues
Fixed some issues which would cause older savegames to become corrupt as new patches came out
Fixed some issues related to the themes that players had available to them, you should now be able to see the correct themes
Double-downed on the checks to ensure that spirits would never incorrectly fight
Fixed some issues related to launching the game on Linux
Fixed a bug where impact VFX would not correctly play on hits
Chunder’s farts now hit a 9.0 on the smell-scale
Fixed an exploit where it was possible to use Oculi to freeze enemy patrols on a natural bridge for the rest of the game (Sorry: https://www.youtube.com/watch?v=rByHkupjjbk)
Fixed a missing animation for the augre
Fixed a missing loop animation for some units while tortured
Fixed a bug where a chosen theme was incorrectly being tested when it was already unlocked causing an error
Fixed an issue with the Main Menu image Carousel
Minimised the time the game spends on a black screen at startup
The Audio Controller will no longer freeze the game as it initiliases
Mouse inversion for possession no longer inverts the X-Axis as well!
Fixed a bug where the game would not correctly detect Nvidia Optimus which was causing issues
Fixed a missing texture on Dwarf Wall Connectors
Fixed an issue where one Arcane theme tile was incorrectly rotated
Recall will now correctly teleport ghouls with their necromancer once again
Fixed an issue where the kickstarter theme connector was missing a texture
Fixed a bug where if the player provided no name or too short of a name when creating an MP Game the UI would explode
Fixed a bug where the Arcane theme was not being player coloured
Fixed a bug where the Korvek theme was not correctly using a player colour
Fixed a bug where the game would not start if any player selected a random theme
Fixed multiple bugs related to theme selection and notificaitons
Fixed a notification bug with regards to unlocked themes
Fixed a bug which meant it was impossible to play two levels in a row
Transmutation potions can once again be dropped on the following terrain types “Rocky Earth” , “Sand”, “Brimstone”
Fixed an issue where Arena walls and Corridors had no collision
Allied creatures are no longer highlighted in red
Work-a-lot is no longer usable on enemy units
Units owned by the player that are under the effects of Blood Money are no longer listed as living units
Fixed an issue where units will ignore a rally flag if it was previously placed on an object
Fixed a bug where the Arcane theme was not being player coloured
Fixed a bug where the Korvek theme was not correctly using a player colour
Fixed an issue where units would become unhappy extremely quickly while fighting in the arena
Fixed a bug where the in-game menu could appear and flicker onto the screen at random
Fixed a bug where beasts would not rally after being dropped into an Arena by a BeastMaster
Fixed a bug where having a unit in hand would cause building to go somewhat awry
Fixed an issue where non-player factions would have their rooms removed because they were interpreted as empty slots
Fixed a bug where spirits were not correctly granting XP to units in the spirit chamber
Fixed a critical Saving / Loading issue which would cause Skrimish games to not load correctly
Overwriting a saved game will now correctly overwrite that game instead of creating a sperate save file
Fixed Cutlist Sleep VO not playing
Fixed multiple loading issues with the home realm
Fixed the toggleable gold tile in the Home Realm not granting gold correctly
Fixed a bug where after unlocking a titan players would be able to spend points on the other titans only to have them not appear
Claiming an enemy core will now correctly take over enemy tiles as well as rooms
Fixed a clipping camera bone on some workers in possession
Fixed founders theme floor not correctly coloured by team
Upgradable rooms now correctly change appearance when captured by a player with the upgrade
Icons should now be correctly shown on Rally flags
The Uprising Ritual should no longer break the Rituals tab in Multiplayer for client
Fixed a bug where the drawbridge in C13 would no go down
Fixed an extremely rare case where the game loading could become stuck in an endless loop
Da will man zum Abschluss des Tages einmal ein bisschen spielen und der Spiele PC spukt nur einen BSOD aus.
0x0000007b
Also erst einmal ein chkdsk /f /r anwerfen und warten. Und weil man gerade eh „nichts“ zu tun hat, probiert man einfach mal seine neuen Spiele unter Linux aus. Jetzt mal War for the Overworld mit dem ich zuletzt massive Probleme in der Kampagne hatte. Framerates im Keller und noch tiefer.
Zur Erinnerung: mein Linux Notebook ist ein lenovo X121e (Intel i3) und nicht gerade ein Spielemonster. OS: Ubuntu 14.04 LTS 64 bit.
Aber: zumindest im Skirmish mode läuft es flüssig. Der Fog of war wird etwas schräg umgesetzt, aber man kann damit arbeiten. Vor ein paar Jahren hätte man das noch für Utopisch gehalten, aber dank Unity Linux und Steam läuft es ganz gut. Ohne Maus ist das allerdings doch, sehr unschön zu steuern. Also hoffe ich mal, dass mein PC gleich mal mit dem chkdsk fertig ist.
Für die älteren unter euch, die schon vor dem Jahr 2000 am PC gespielt haben, wird die Reihe „Dungeon Keeper“ keine unbekannte Größe sein. Herrlich garstiges Gameplay und endlich mal der Böse sein dürfen. Der zweite und letzte Teil ist allerdings von 1999 und damit fast 16 Jahre alt. Seit dem herrscht Stille, ein geplanter dritter Teil ist nie erschienen. [Das Mobil-Remake zählt nicht!]
Anfang 2013 haben nun ein paar junge Entwickler via Kickstarter einen spirituellen Nachfolger angeschubst. „War for the Overworld“ ist erfolgreich gefundet worden [man hat sogar den originalen Voice Actor verpflichten können] und Anfang April 2015 veröffentlicht worden. Allerdings nicht ohne Probleme. Viele Platzhalter Texte, Bugs und ein quasi nicht vorhandener Multiplayer Modus.
Der YouTuber TotalBiscuit hat es schön zusammen gefasst:
Also habe ich gewartet, was noch kommt und der letzte Artikel der Macher von WFTO [State of the game] hat mich überzeugt: die Jungs machen das schon. 21 Patches in kürzester Zeit und sie sind immer noch fleißig.
Ich habe das Spiel also über den Humble Store gekauft und 2+ Stunden gespielt. [Version 1.0.21 um genau zu sein] Und es macht Spaß. Wahnsinnigen. Wer Dungeon Keeper mochte, wird das hier auch lieben. Ich hatte bei der 4. Mission in der Kampagne zwar Leistungseinbrüche, aber die können auch durchaus an meinem PC liegen. Er ist nicht mehr der jüngste. Auch kann ich nichts über den Multiplayer Modus sagen, denn ich habe ihn nicht getestet. Da ich persönlich aber eh fast ausschließlich „alleine“ spiele, ist das für mich auch irrelevant. Aber schaut euch selbst den Trailer an und fragt euch: Am I an evil Dungeon Keeper Overlord? ;)
td;dr
War for the Overworld ist Dungeon Keeper 3 [spirituell, nicht rechtlich ;)]