War for the Overworld
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keewee23




Posts: 1306

PostPosted: Sun, 5th Apr 2015 15:31    Post subject:
Lathieza wrote:
keewee23 wrote:
how to destroy marcus and inhibitor? both things are at hp 0 but seems to be no progress or i'm doiing something wrong


Save the game and load it, if it doesnt work load it again till it works. Also be sure you have at least 1.07

thx for helping, but it didn't worked, tried to reload save 10 times and nothing, but did replayed map, rushed only with beasts and chunders and destroyed inhibitor first and then marcus, level finally complete.
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keewee23




Posts: 1306

PostPosted: Sun, 5th Apr 2015 17:10    Post subject:
FUUUUCK THIS MOTHERFUCKING GAME FULL OF BUGS - UNINSTALL

now controls ain't working, can't move map in any directions, tried to reload, exit game, again reload saves, again stuck, CRAAAAP

JESUS F CHRIFT https://forum.subterraneangames.com/forums/bug-reports.70/ A FUCKING GAZITRILION BUGS

why the fuck are games full of bugs like this even out yet , wtf is happening lately, i remember dungeon keeper 2, enjoyed gameplay with no bugs, mad as hell with today early acces shitty games and released games with bugs.


Why walk, when you can ride.
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MadK9




Posts: 297

PostPosted: Sun, 5th Apr 2015 17:59    Post subject:
Quote:
Hello Everyone,

First of all allow me to introduce myself, I'm Lee "Noontide" Moon and I am the Community Manager at Subterranean Games.

As you can imagine, those of us here at our office, (5 of us consisting of the whole code team, myself and my boss the CEO and Creative Director for the project) were just gathered around a single computer watching TB's Video; to which we must thank him for his critical and entirely fair review. We are deeply sorry to everyone who has been disappointed by our game upon it's launch; It should have been ready, we were convinced we could make it ready.

Ultimately we were unprepared for how colossal a game like this could be, something that may have been better as a second, third or even fourth title from an upcoming studio rather than their first title. As neophytes to the industry we were overly confident that we could make our dream and the dreams of others come true, on time, within budget and without significant feature creep.

Naturally development of a video game is never simple and we entirely underestimated how complicated a game of this genre could be, while we have the skills and dedication of the incredible people on our team there's only so much that a small team spread across the world can do, we've made mistakes, big ones, which have cost us crucial time and resources and that we have been trying to catch up and deal with ever since.

As TB quite rightly says he's sure we had our reasons for release now and that is certainly true, it also does not excuse us for our failure. It does not excuse us for the poor experience facing many players right now. We recognise the dreams of so many fans, people like ourselves lie at our feet and that it on us to make this right.

The question is now where do we go from here?

The answer to that is simple; we continue to dedicate ourselves, our hearts and souls to this game as we have for years now. We are working around the clock to fix the most critical issues facing our players at this very moment, the gamebreakers, some new and some which had hidden themselves amongst the code for years. We are continuing to push patches as fast as we possibly can for these issues and we are committed to ensuring they are fixed as soon as possible.

That's our short term strategy, once the critical issues are out of the way we'll be polishing up the other areas of the game. Examples like the placeholder text, left over from the mismanagement of a writing deficiency on our team, we have clearly defined our design goals for these and in some cases have text ready, we'll be getting those implemented as soon as we can. 4-Player Multiplayer and Skirmish will be re-implemented once we've re-stabilised them and their lobbies replaced with the correct ones as soon as our UI contractor is back. Needless to say we'll be going over the whole game and working out where improvements are needed, based off our own vision and feedback from our community.

Even longer term as you may be aware we have plans to expand the game, but we do not intend to even start on these until the above issues are fixed.

Though I'm sure this may appear hollow please accept our humblest apologies, I'd like to assure everyone that we're deeply committed to this project, this game and to our community.

Finally we'd like to thank everyone for the support we've received over the years, that's our Kickstarter backers, without whom we couldn't have started, early-access purchases, without whom we couldn't have reached this point and all of you who have deemed to support us since release.

It is thanks to your support and faith that we can continue to develop War for the Overworld and hopefully bring it to the standard expected by you, ourselves and of the Dungeon Management Community.

Thank you,

Lee Moon Community Manager Subterranean Games


Worth reading, i believe they will get this game to a proper state, and even though i don't like TB i had to agree with his WTF.

But im enjoying the game, and can see myself playing this for a long time to come.
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prudislav
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PostPosted: Sun, 5th Apr 2015 18:29    Post subject:
yep i will rather wait month or two for this to take its form than play shit like dungeons
Also seems like they rushed tehe release just because they run out of money
Quote:
Internal communication in the team has never been easy as everyone is remote, and it's difficult for us to communicate to everyone why certain things were prioritised above others. We knew about the performance issues and did make huge strides in the past few weeks to improve upon them (this is actually partly why so many bugs cropped up recently). Many of the performance issues people are encountering now are actually caused by errors (which we are slowly but surely working through), not the game being generally unoptimised (however, we are going to be making another pass on performance at some point).

At the time, yes, we thought we could make February (at this time, it was also more of a 'We need to make February, look at our bank account'). We managed to stretch that out a further two months, but that was only because many members of the team have actually deferred 1-2 months of pay until after we get our first month of revenue from Steam.


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crossmr




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Location: United Kingdom
PostPosted: Mon, 6th Apr 2015 03:43    Post subject:
Lathieza wrote:
keewee23 wrote:
how to destroy marcus and inhibitor? both things are at hp 0 but seems to be no progress or i'm doiing something wrong


Save the game and load it, if it doesnt work load it again till it works. Also be sure you have at least 1.07


I have 1.07
just finally killed marcus (what a shit show of poor design this is)

Workers running around trying to claim everything, despite blankets of impasse flags. You simply can't place enough impasse flags to stop them from trying to claim his entire base.
Plus he seems to be able to spawn units at level 4 or 5 while yours all come out at level 1, so after the initial battle when most of your units are dead, it takes forever to chip away at him to get back in there, and he seems to have no mana limits, so constant lightening bolts, good ol cheating AI, how I miss the early years of gaming..


intel ultra 7 265k, 64gb ram, 3070
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scaramonga




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PostPosted: Mon, 6th Apr 2015 17:16    Post subject:
1.0.14 is latest Wink
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briangw




Posts: 1754
Location: Warren, MN
PostPosted: Mon, 6th Apr 2015 20:45    Post subject:
Yeah, I've been noticing updates now like every day.
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crossmr




Posts: 2966
Location: United Kingdom
PostPosted: Tue, 7th Apr 2015 02:08    Post subject:
scaramonga wrote:
1.0.14 is latest Wink


is it out for the codex version?


intel ultra 7 265k, 64gb ram, 3070
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ixigia
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PostPosted: Tue, 7th Apr 2015 02:55    Post subject:
crossmr wrote:
scaramonga wrote:
1.0.14 is latest Wink


is it out for the codex version?

Not yet, only 3DM is doing the daily patching with this one, since it's quite hard to catch up. Razz

I've put the game on hold for he obvious reasons (despite liking it a lot), but you can use your Codex version with the 3DM updates (the savegames location should be different though).
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scaramonga




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PostPosted: Tue, 7th Apr 2015 03:59    Post subject:
ixigia wrote:
crossmr wrote:
scaramonga wrote:
1.0.14 is latest Wink


is it out for the codex version?

Not yet, only 3DM is doing the daily patching with this one, since it's quite hard to catch up. Razz

I've put the game on hold for he obvious reasons (despite liking it a lot), but you can use your Codex version with the 3DM updates (the savegames location should be different though).


Yup. KY's patcher should work just fine, and I'm sure he includes the relevant .sfv file to check files also Wink As ix said though, saves may be different.
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Prandur




Posts: 2685

PostPosted: Thu, 9th Apr 2015 10:50    Post subject:
Umm... I'm sure this has been asked before, but, can someone describe the state of this game as of now? Are there still gamebreaking or annoying bugs? What's the difficulty like?
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prudislav
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PostPosted: Thu, 9th Apr 2015 10:55    Post subject:
Prandur wrote:
Umm... I'm sure this has been asked before, but, can someone describe the state of this game as of now? Are there still gamebreaking or annoying bugs? What's the difficulty like?

https://wftogame.com/wfto-wednesday-118/
Quote:
Hey folks,

Welcome to our first WFTO Wednesday since the game launched, as you know we’ve barely stopped in the last few days patching critical issues that have been appearing left right and center.

As such there won’t be too much to read here as we’re preparing a video statement regarding the game as it stands now, the mixed reception we’ve received and how we plan to proceed moving forwards. It’s currently in editing now and will be released tomorrow

We plan to produce a video every month detailing the state of the game so please keep your eyes peeled today and every month.

Over the course of the past week we’ve been releasing regular patches to steam, sometimes multiple times a day and these have been fixing a lot of issues that are facing players.

Our upcoming patches will have a bigger gap between them but we will still be releasing patches as often as possible. We’ve also identified the cause of the memory leak affecting many users and the fix for that will be included in patch 16.

so at minimal i would wait for that patch 16 as that memory leak causes bad framerate
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scaramonga




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PostPosted: Thu, 9th Apr 2015 18:00    Post subject:
1.0.18 is latest Smile
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prudislav
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PostPosted: Thu, 9th Apr 2015 18:27    Post subject:
Quote:
As for the number of this patch being a few steps further along, .16 and .17 both had critical issues and did not pass our internal QA process.


also seems like memory leak is fixed now
Quote:
we've identified and fixed the memory leak that has been causing crashes and performance issues for a large portion of players. Hopefully a good number of you should see some significant improvements due to this.
Our next priority is the "Too many threads" crash and we're looking to add friendly tooltips into the game soon.
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prudislav
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PostPosted: Tue, 14th Apr 2015 08:39    Post subject:

Quote:
Launch
    Throughout the two weeks since WFTO’s Launch we’ve been through a huge array of different emotions here at Subterranean HQ, something we’re sure many of our fans have also experienced.

    It’s safe to say that the state WFTO released in was not something we had intended to happen and it was with great disappointment we realised exactly what had occurred. We had been extremely rushed in the last few months leading up to release; despite working around the clock to finish the game and despite our best efforts the final result was not as polished or as bug-free as we would have liked.

    The biggest question on everyone’s mind and one we’ve seen repeated again and again across the community is: “Why would you release the game in the state it was in?”.

    This is a question that is hard to answer without making excuses, to which we know there is no excuse. Instead we’d like to offer some insights and clarity into where we were at the time, and hopefully bring some transparency to why we made some decisions at the expense of other things. But first we’d like to start with some history

Some history
    In January 2013 our Kickstarter was successfully funded with a grand total of £225k raised. With the success of our Kickstarter we took on an extremely big project, perhaps too big for a team of 15 people who had never before released a game, and who weren’t able to appropriately identify the true lack of resources we faced for a game of this scale. Regardless, we immediately set to it with the fervent dedication and commitment we’ve become known for.

    No project is without it’s share of dysfunction however and WFTO is no different. During the early months of the project we ran into a few significant issues that cost us dearly. Early last year we posted a retrospective of the first year of WFTO’s development. It’s a pretty long post but it will provide more context for those of you that are interested.

    It was after the the events described in the retrospective post that the team underwent a significant restructure and change of management. On top of that, the team came together and agreed to voluntary pay cuts across the board to ensure the continuation of WFTOs development.

    In addition, a significant amount of work that was done during this period had to be completely scrapped, the net result of which was a significant loss on our part. However we were confident that with these changes we could carry on for a while and through some lucky breaks we were able to catch enough funding to continue development for another year. For a time we were secure, and this lasted until late 2014.

The last 6 months
    Despite the changes we described above it was towards the end of 2014 that we again found our situation becoming dire. Early Access had been an extremely useful program for us both in terms of feedback, QA and financial support, but the funds coming in were not enough to sustain us indefinitely and our finances had become extremely tight, so we put together a plan and budget for the remainder of development to ensure we’d be able to see ourselves through to launch.

    Firstly, we borrowed as much money as we could from various sources, mainly from the bank but also from a particularly dedicated member of the team who chose to put his own money into the project to make these last few months possible.

    Secondly, a portion of the team voluntarily chose to go without pay for the last two months of development. This period especially was very difficult for us to stomach but it had allowed us to push the game into the best state we could manage without risking us going under.

    We pushed ourselves extremely hard, often working 18, 24 or 48 hour shifts, devoting our lives to the game where we could but still that lead us to a situation we weren’t content with, yet still backed into a corner.

    Some of you are no doubt wondering why we didn’t share our situation in one of our weekly news posts. The primary of which was that we didn’t wish to cause a panic that the game would never be finished, and that the panic itself would become a self-fulfilling prophecy.

    This probably provides a good insight into how close we were to the end and helps to explain the next question.

Why not delay?
    This is the huge elephant in the room, a question asked time again and though we’ve been doing our best to answer this as it’s appeared we wanted this to be in the most public space we can.

    The above no doubt helps to clarify why we were unable to shift our release schedule, it’s unlikely we would have been able to survive until another opportune window for release appeared. Something that would have cost us the game in it’s entirely.

    There are of course a few other less devastating reasons. Primarily that we were so focussed on the upcoming release on the game that by the time we realise we needed an extra few weeks we were already far too close to realistically delay.

    Physical boxes were in production, various commitments, both internal and external had been made and the budget left over for marketing had already been spent. The wheels were well and truly in motion and it was now impossible to put the breaker on without serious financial harm.

How did so many bugs slip through?
    Something that has left us truly disappointed in ourselves is how many of you have suffered from various issues in the launch version of War for the Overworld. A question that pops up time and time again is why there were so many bugs and why we didn’t have them all fixed for release.

    Many bugs that have been discovered since launch were ones that we weren’t aware of, or they were introduced in the very last few days of pre-release development before we had a proper chance to catch them.

    The difference between having a couple of dozen users playing on a daily basis to literally thousands was extremely profound, we were swamped with issues that we hadn’t even come across or ones that affected systems with specs we hadn’t been able to properly test. It was an extremely eye-opening experience for us.

    Finally, we do have an extremely dedicated group of volunteers QAing the game, without their help the game would have been in a far worse state than it was and we can only thank them for their hard work.

What’s next?
    As we’ve mentioned in the video above we’ve been working almost around the clock to improve the game, we’ve fixed a huge number of bugs through 21 separate patches at time of writing and are continuing to work on the most crucial issues moving forwards.

    We’re also working on implementing the features that had been missing from the game, things like tooltips and lobbies which had no right being missing, we expect that those will be implemented within a week or two.

    On a more long term basis, once all the major issues are out of the way we’ll be starting work on the free content updates including the Map Editor, Steam Workshop support and Survival Mode. We’ll likely be working on those alongside the story DLC which will introduce new levels to the campaign and is of course free to all our early-adopters.

    With regards to future levels in the campaign we are paying close attention to the feedback we’ve been receiving and we’ll be keeping it very much in the forefront of our mind when we are designing those levels.

Conclusion
    We’d like to reassure you all that we are 100% committed and dedicated to War for the Overworld. It’s a game that we truly believed had to be made and though we have certainly slipped up from time to time, this has been a labour of love from start to finish and we’re keen to continue dedicating ourselves to WFTO’s future.

    But we have plenty more to give and we’re planning to ensure that WFTO will live up to your expectations as best we can!

Until next time Underlord,

- WFTO Team

https://wftogame.com/state-of-the-game-13-04-2015/
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ixigia
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PostPosted: Tue, 14th Apr 2015 20:09    Post subject:
The TL;DR version would be something like: 'We thought we could make it without a project manager but it ended up being a terrible mistake. We done fucked up men, but don't be afraid, we're gonna fix everything. Peace" Razz

I believe them, hopefully they won't run away with the money after the release of the g̶a̶m̶e̶ early access like many others have done Cool Face
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scaramonga




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PostPosted: Wed, 15th Apr 2015 02:02    Post subject:
1.0.999 is latest Smile
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Mafste




Posts: 256

PostPosted: Wed, 15th Apr 2015 14:55    Post subject:
Well the real tl;dr is basically "we ran out of money".
It's unfortunate because the bad reviews will mean less revenue.
They should've looked for an investor or maybe a rekickstarter when realizing they weren't going to make it with the funds available.
Releasing it like this was simply unacceptable.
You can only release once and they fucked it up.
Now they only have themselves to blame.
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frogster




Posts: 2860

PostPosted: Wed, 15th Apr 2015 20:21    Post subject:
i dont know why those indie developers which are on the verge of fuckt up dont want to rely on community. releasing a full sdk for modding would have saved some titles.

anyway, i like the game.
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prudislav
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PostPosted: Thu, 11th Jun 2015 10:29    Post subject:
Anyone tried the new v1.1 update ?? From what i read its great ..


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prudislav
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PostPosted: Sat, 4th Jul 2015 14:32    Post subject:
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AmpegV4




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PostPosted: Wed, 12th Aug 2015 12:41    Post subject:
prudislav wrote:
Anyone tried the new v1.1 update ?? From what i read its great ..


Trying to get through level 10.. I've been on a neat sustained 1-2 fps for a while now... this game is just a mess

level 8 zerg a group around the map zzzzz
level 9 build a foundry and room full of traps.. plays like tower defence zzzzz
level 10 sustained 1-2fps due to the limitless amount of minions the game allows.

DK had small groups and had some sim focus.. this is just a mess. The game would have been much better if they stopped adding idea's and new shit, All this is fail: beasts + minions why?, monsters having dedicated roles (DK mixed this nicely), no creature caps hence 1-2fps (Gameplay should revolve around small tight groups and make possession actually worth using), Unlocking crap why?, constructs + alchemy + rituals all unnecessary.. ability to add walls ffs... the fail just keeps coming.

Just too many idea's poorly implemented.
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prudislav
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PostPosted: Wed, 12th Aug 2015 12:44    Post subject:
1-2fps??? strange i play v1.22 on midrange laptop and level 10 never got bellow 30fps

and overall enjoying it much more than Dungeons 2 or example


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Prandur




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PostPosted: Wed, 12th Aug 2015 13:10    Post subject:
I really disliked Dungeons 2. In WFTO I'm currently at level8, for me it's better than Dungeons 2, but I do agree that the game is far from perfect and a few patches aren't going to help much.
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prudislav
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PostPosted: Thu, 24th Mar 2016 16:54    Post subject:

Quote:
The Emperor is gone and the Empire rudderless, the balance of power easily swayed to any Underlord that is not 600 feet under. You will now assume the role of rival Underlord, Kasita, and with the mentorship of the deliciously sardonic Mendechaus (voiced by Richard Ridings), you will sate your thirst for wealth and power in the golden and volcanic dukedom of Phaestus.

The word in the Underworld is that Kasita’s heart is a giant gemstone, hewn from the dirt by her prospecting workers. They say molten gold flows through her cavernous, subterranean arteries, and that soon her temper shall erupt in an all-consuming gold rush of greed! Miserly miners beware …

War for the Overworld’s first expansion, Heart of Gold, continues where the story left off, with 4 earth-shattering new Campaign levels, a smattering of new defences, units and spells, and a gleaming new Dungeon Theme! This builds upon the 39 free patches that have massively improved the game since launch, including the recently released patch 1.3 with a map editor and Steam Workshop support.

Heart of Gold features:
  • An expanded story told across 4 brand new, fully voice acted Campaign levels, this time played from the perspective of Underlord Kasita. The levels are more open-ended than in the original game, directly addressing feedback from our most loyal Underlords.
  • An additional 4 Aspects to master:Sentinel (Defence), Gild (Spell), Aureate Monolith (Construct), and a golden Titan – the Colossus. More details to be revealed soon.
  • A new Dungeon Theme for Kasita, which includes a Dungeon Core, new tiles and walls, a Worker skin, and a much-requested custom Underlord hand.
  • New terrain, system overhauls, Map Editor features and much more!


riced at just £5.59 / $7.99 / 7.99€, the Heart of Gold expansion will be released on Steam in April 2016.

Heart of Gold also constitutes the Early Adopter Bonus for those that purchased War for the Overworld on or before May 2nd, 2015 (which includes Kickstarter backers, Early Access customers, and owners of the physical Underlord Edition). These Underlords will be able to download Heart of Gold from Steam for free when it launches.

Previous Patches & Patch 1.4

This expansion is the next in a long line of updates that have added heaps of new content and fixes since launch. Some of the meatiest updates so far: 4-player multiplayer; a map editor with Steam Workshop support; balance passes to improve single-player and multiplayer; addressing player feedback on the UI, room efficiency, adjustable game speed and more.

Heart of Gold will release alongside Patch 1.4
which will introduce a huge range of changes and improvements to the base game including:
  • Revamped Titan system
  • Revamped combat
  • New unit voices, VFX, animations and behaviours
  • Significant performance improvements
  • New systems such as the peace warband to keep specific units out of combat
  • Improved AI which makes use of Titans and Artefacts properly
  • Improved UI including a new payday overlay
  • Many balance improvements including a revamp of the unit leveling system, making high level units more valuable
  • Many more gameplay improvements

https://wftogame.com/exp1-announcement/
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Bob Barnsen




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PostPosted: Thu, 24th Mar 2016 17:12    Post subject:
And again it pays off to not having played a again yet ( because backlog). Very Happy


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prudislav
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PostPosted: Thu, 24th Mar 2016 17:15    Post subject:
yep, playing some of my 2009 backlog and its paying of especially for those post-EA or post-KS titles


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prudislav
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PostPosted: Fri, 27th May 2016 12:51    Post subject:
expansion reelasing tonight
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Bob Barnsen




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PostPosted: Fri, 27th May 2016 13:31    Post subject:
Nice. More content is welcome for this game, when i have time to play it. Very Happy


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Bob Barnsen




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PostPosted: Fri, 27th May 2016 22:49    Post subject:
War.for.the.Overworld.Heart.of.Gold-CODEX
6656 MB
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