War for the Overworld

War for the Overworld

View Stats:
 This topic has been pinned, so it's probably important
Noontide  [developer] 9 May, 2018 @ 10:23am
Post 2.0 - What happens now?
Darkest greetings Underlord,

It’s been just a couple of weeks since we unleashed the gargantuan Patch 2.0 and The Under Games expansion; the reception has been incredible! We can’t thank all our fans enough for making this release our best yet!

In the wake of release the momentum hasn’t yet stopped carrying us forward, and today we’re going to expand upon on our plans for War for the Overworld beyond 2.0. We’ll be addressing a few elephants which have made a home in our lair and answering your lingering questions. So join us as we unveil our plans!

Upcoming Patch 2.0.1
Following Patch 2.0 we’ve unleashed a number of smaller hotfixes to address the most critical issues. You can read the compiled notes for these here. However, we’ve also been working on a larger update not only to pile in some content which missed the boat, but also to address some excellent feedback from all of you.

Over the next few weeks, we’ll be hard at work on this patch which we aim to release in mid-June, if not sooner. As you might expect it won’t be as all-encompassing as 2.0, but it should still be quite a significant update nonetheless.

Here’s a taste of what’s to come:

  • Mighty Script expansion - we’ll continue to enhance the tools with some key improvements like:
    • Using Variables (Numbers, Switches, Lists) as an input in many cases
    • Most Events will be usable as an output, where you can set one of the above variables
    • More flexible Parties that can be dynamically adjusted while the map is running, or even randomised using Lists
    • More Events, Conditions and Actions to further enhance your scripts
  • Skirmish AI voice-overs - the enemy AI Underlords will now taunt you, giving you more reason to wipe the floor with them
  • Adjustments to The Under Games - in particular the playable Underlords will receive some rebalancing
  • Further balancing across the whole game, following up from the huge balance pass in 2.0
  • Fixes for many issues not yet addressed by our hotfixes

Community Content
Moving beyond the release of 2.0, we’ve already stated that we’d like to focus more on community-driven content as part of our long-term support of WFTO. But what does that mean for you?

Well, first of all, we’ve started planning a structure for more regular Community Spotlights, which we’ll use to highlight the most creative, interesting and fun maps from our community. Each spotlight will focus on the varied game modes now within WFTO - expect to see spotlights for Deathmatch, King of the Underhill and Core Shards, alongside Scenarios, Custom maps, My Pet Dungeon and of course Custom Campaigns!

We’ll be looking to work with our content creators to package all our spotlights up into easily downloadable formats, such as Steam Workshop collections and single files on our forums (for those players not on Steam). We may also look towards integrating some maps directly into the game so that everyone can enjoy them without needing to explore our spotlights!

Naturally, we’ll always be on the lookout for awesome creations, and we’ll be announcing our full plans for this in the comings weeks and months - so keep your eyes peeled!

We’re also planning to make getting into map creation as easy as possible, with new tutorials on the use of the Map Editor and Mighty Script, as well as more expansive documentation for creators to reference.

The Future of War for the Overworld

Over the past few months as we worked towards Patch 2.0 and The Under Games release, we discussed briefly[wftogame.com] what our plans are moving forward.

We’ve already announced that following this huge release we will start to transition our development team onto the upcoming Project Aftercare, and away from WFTO. Though we’ve yet to make this transition we will be doing so after the release of Patch 2.0.1.

What this means is that 2.0.1 will likely be our last patch to have new official features or content; and though there are still some things in the pipeline beyond it, we won’t be working on anything new for WFTO which isn’t already in that pipeline.

This doesn’t mean the end of support, however, and for the foreseeable future we’re going to focus some members of our team on supporting community content and maintaining the game’s longevity. They’ll occasionally patch in community-made levels, and provide important bug fixes as necessary.

We should be clear that this meanswe will now be more particular with how we approach developing and releasing fixes. In most cases, due to work on Project Aftercare, our team won’t have time to work on expansive patches - rather we’ll be putting out smaller patches and fixes as they are needed.

We’d still recommend that you submit any issue you have to our bug tracker[brightrockgames.userecho.com] following the release of 2.0.1 - but be aware this will go into our long-term maintenance triage process, where we determine the scope of work required versus the value of the overall fix.

Ultimately whilst this is the end of a great chapter for War for the Overworld and Brightrock Games, it’s far from the end of the story. There’s so much more we want to do with not just this universe but many more to come. So please keep an eye out for us in the next few years - we can’t wait to share our full plans with you!

And as always we must humbly thank you, and all our backers, supporters, fans and customers for your support. This magical journey has only been possible thanks to your constant devotion, and we hope to repay that back a thousand-fold for years to come!


Cheers,

– Brightrock Games Team


Click here to chat about this update on our Discord[discord.gg]
Never miss an update! Sign up to our newsletter![wftogame.com]
< >
Showing 1-15 of 35 comments
Looking forward to the mightyscript updates!!
Marshall 9 May, 2018 @ 3:16pm 
Amazing work.
Doctor Proteus 9 May, 2018 @ 8:03pm 
Are maps really in such high demand? The real community content lies in things like adding new models, textures, minions, dungeon hearts, wall and floor themes, etc...

Surely map making can't go that far.

Versatile modding and an active fanbase are what makes a game immortal. The original Doom and Elder Scrolls III: Morrowind are pretty old now and they still have thriving mod communities. A game with an active modding community has an constant influx of new content and will remain alive for as long as that is happening.
More Map Editor is 100% okay for me!

Something I'd like to see, if possible, is more from Mutators. One of them at least being to apply different mutators to different players (Or at least for scenarios, hrrrg)
Another thing that I thought would be neat from playing the Under Games is, what about the possibility of giving usually unavailable units (Arcane Chunders, Shamblers, democorns, etc.) Their own spawn requirements, and having the option to enable them for games? They'd obviously be defaulted off.
Austherus 9 May, 2018 @ 11:27pm 
"Skirmish AI voice-overs - the enemy AI Underlords will now taunt you, giving you more reason to wipe the floor with them"

Superb. I was just thinking how good the underlord interactions (and personalities) are, wishing that they would talk during skirmish.

Are we getting dialogue for allies too? Maybe some taunting between each other as well? I love how they have conversations between themselves during the campaign.
Last edited by Austherus; 9 May, 2018 @ 11:29pm
AzureDraco 10 May, 2018 @ 4:54am 
project aftercare huh? i remember a stream from way back when wfto was still kickstarting you guys also wanted to make a C&C spiritual successor.. this it? :D
Nihilius Imperius 10 May, 2018 @ 6:16am 
Skirmish AI voice-overs - the enemy AI Underlords will now taunt you, giving you more reason to wipe the floor with them - Great :D. Sadly it will be another project, but goodluck with this! All of you are very good for our community, so at least we can support you with good words, and our money(xD). And this project aftercare. If it will be something original, and really good, i will surely buy this. So keep good work and good luck again!
♥♥♥♥ Goblin 10 May, 2018 @ 10:34am 
Originally posted by Evil_Lord_Proteus:
Are maps really in such high demand? The real community content lies in things like adding new models, textures, minions, dungeon hearts, wall and floor themes, etc...

Surely map making can't go that far.

Versatile modding and an active fanbase are what makes a game immortal. The original Doom and Elder Scrolls III: Morrowind are pretty old now and they still have thriving mod communities. A game with an active modding community has an constant influx of new content and will remain alive for as long as that is happening.

The issue with modding is Unity (the engine for this game). There are 3rd party plugins that allow a developer to add mod functionality but I've only seen a few games utilize them. It is very frustrating as I want to mod several games but they all use Unity and fail to incorporate a proper way to mod the game.

With that said, there are hacks that you can try to hook into the Unity DLLs and thus inject your own code that links to your models, but getting other people to use that code would be difficult unless the developer supported it (unlikely).

I have suggested to Brightrock to include some more object interaction and it seems they have heard me / others wanting variables for input/output, but I'd love if they allowed us access of object properties so we could do something like this:
NewUnit("Goblin").hp(1000).abilities("abc","def","ghi"),wage(200).model("xyz");
I really love this game and had bought it on the day of release though I always wished to see down the line really is the ability to design your own Underlord theme. Like a character creation seen in other games. We are supposed to be Underlords in this game and would give a more personal variety to those playing multi-player matches and non-campaign modes. It would be fun to see what people could come up with.

But as for the future for you guys in future games, I really would like to see the Expansion on the War for Overworld. There are so many possibilities since you don't always have to stay in the medieval fantasy realms. Underlords as I understand are intelligent and godlike energy based formless beings from another universe that can stretch across space and time itself. Imagine Underlords dominating different planets and ruling over native life to use them as minion pawns as they do in this current game? Lots of good ideas for different games in the future.
Austherus 15 May, 2018 @ 4:43pm 
Originally posted by Underlord Avanious:
I really love this game and had bought it on the day of release though I always wished to see down the line really is the ability to design your own Underlord theme. Like a character creation seen in other games. We are supposed to be Underlords in this game and would give a more personal variety to those playing multi-player matches and non-campaign modes. It would be fun to see what people could come up with.

But as for the future for you guys in future games, I really would like to see the Expansion on the War for Overworld. There are so many possibilities since you don't always have to stay in the medieval fantasy realms. Underlords as I understand are intelligent and godlike energy based formless beings from another universe that can stretch across space and time itself. Imagine Underlords dominating different planets and ruling over native life to use them as minion pawns as they do in this current game? Lots of good ideas for different games in the future.

I like your ideas very much, fellow underlord.
Idreyvart 16 May, 2018 @ 8:54am 
Awesome game,and awesome expansions,but there is still some horrible Bugs,like freezes and crashes 2time/3 whene i save a game in Heart of gold Expantions missions,really boring :/ I hope that that will be repair soon :3 and Thanks you guys for having resurrected Dungeon Keeper,this is totally the Third !!!
Last edited by Idreyvart; 16 May, 2018 @ 9:12am
Biervampir [AUT] 16 May, 2018 @ 9:09am 
Originally posted by Idreyvart:
Awesome game,and awesome expansions,but there is still some horrible Bugs,like crashes 2time/3 whene i save a game in Heart of gold Expantions missions,really boring :/ I hope that that will be repair soon :3 and Thanks you guys for having resurrected Dungeon Keeper,this is totally the Third !!!
HoG was designed for beeing slower paced, and all criticm the main campaign got, were fullfilled in Hog.
Suppenkoch 25 May, 2018 @ 6:25am 
So no unity engine update anymore despite past promises ?
We have consistently updated to any new version of Unity that has been compatible with the project, unfortunately updating is an incredibly difficult process that can break many many things. We hoped that technical advances would be made by Unity in a timeframe and way that would allow us to benefit but that has not been the case. We will continue to make WFTO as stable as we can as we move forward.

Currently updating the version of Unity that WFTO uses would bring little more to the table than nicer dev tools and hundreds of bugs, thus we have reached a version that we will stay on for the foreseeable future.
KAT_Editor 30 Jun, 2018 @ 6:36am 
Map (which is in the bottom right) really bad, especially on large maps (floor, walls, units have some colour :I). I have one idea about map, if you interesting.
< >
Showing 1-15 of 35 comments
Per page: 1530 50