It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
War for the Overworld - Patch 2.1 released (part1)
Dynamic Shadows, Visual Tone Update, Performance Improvements
Type: Major Update
Posted: Tue, April 12, 2022 @ 7:05 PM CEST

Darkest Greetings Underlord,

As promised a mere 11 days ago we have returned to this realm, dragging a surprise War for the Overworld patch kicking
and screaming from the depths. This patch is a special one as it celebrates, somewhat belatedly, the 7th Anniversary of
WFTO’s release and contains a few new features we, and you, might never have expected to see in WFTO.

But first an introduction. I’m Lee, one of the designers and the community manager at Brightrock. I’m better known
in the community as Noontide. I’d like to take a moment to talk about the patch and why it’s a bit larger than our
intended scope for maintenance.

A large part of this is a result of several months of on and off tinkering that I’ve been doing with the WFTO project.
With input from my colleagues and assistance from the code team we’ve managed to wrap these changes up into this patch
alongside the originally scheduled work and maintenance we had planned.

All of this is to say that this patch is meatier than first anticipated but also a little experimental and I would
invite your opinions on changes that are being made here.

I expect this isn’t the last tinkering I will do with WFTO, but to set some reasonable expectations. I’m not a coder,
I wasn’t involved in WFTO’s production directly and I’m still getting to grips with the project and its intricacies.
A fair chunk of the work here involved a lot of help from others on the team who similarly supported me out of love and
passion for the game.

So please understand that the inclusion of some unexpected features doesn’t change our intended plans for
WFTO’s maintenance cycle. Which remains primarily an exercise in keeping a wary eye out for serious issues,
triaging and addressing them with short bursts of activity between our work on Project: Aftercare.

With all that said I hope that you will enjoy the changes included in Patch 2.1 and you’ll keep an eye out for
further news on Project: Aftercare this year :)

Now onto the patch notes!

Patch Highlights

Real-Time Shadow Support
One of my deepest desires for many years has been to see the game with real-time shadows, the light from torches
casting long shadows of workers passing through, structures casting equally imposing presence on the environment.
Ideal for dark, gritty dungeons.

There’s very real reasons why we never touched this. Frankly it’s super expensive performance wise, WFTO has a lot of
dynamic lights already and each light is an expense, doubly so if they cast shadows. Then as time went on and performance
generally improved, working backwards to introduce this was a non-starter because so much of the game had been done
without it intended, as an example many objects that should have cast shadows, simply didn’t because they weren’t set up to.

Anyway a lot of that work has been a focus of my efforts, and now this is now a supported graphical feature.
Largely I focussed on structures: Dungeon Cores, Shrines or significant light sources like the hand of evil.
If you enable shadows this is the bare minimum you get.

Some other shadow sources can also be optionally enabled, mostly this means corridor torches right now but may be expanded
in the future to include room props and more if there’s enough performance headroom.

Speaking of performance, it should be expected that this is a net-loss in performance if you enable this.
I’ve provided options to help offset this and the recommended finds a nice middleground.
But you can totally kill your FPS if you want to get the best looking picture, I just wouldn’t recommend it
for moment to moment gameplay.

Visual Tone Overhaul
Part of my goals with my tinkering was to try and give the game a “deeper” atmosphere with an emphasis on feeling
the effects of the terrain that surrounds you. First and foremost I wanted to communicate the sense that the player
was underground with more oppressive shadows and lighting, whilst still allowing the player to see what they’re doing.

It’s hard to communicate these changes so here’s a few comparison screenshots.

Power Hand of Evil
Just over a year ago now we asked our Discord community whether they wanted to see the Power Hand of Evil,
which was that year’s April Fools, make its way to the game. To say that the response was a resounding yes
would be an understatement. So we finally got around to doing that.

The new hand can be selected via the gameplay options menu.

UI Performance Optimisations
Thanks to feedback from the community we managed to isolate a few significant performance monsters in the UI.
This should greatly improve the performance of the Main Menu but also parts of the in-game UI that are known
to cause problems such as the units panel and veins of evil.

In some brief logging I confirmed a significant 41.8% reduction in UI overhead on the main menu in a steam thread:

Gains for the In-Game UI are more circumstantial but the unit panel in particular is much, much faster taking only 0.1ms
to render down from 5ms when fully populated and in advanced mode. That’s a massive 5000% gain in performance!
Post edited April 13, 2022 by JMB9
War for the Overworld - Patch 2.1 released (part2)

Patch Notes

Performance Optimisations
   o Significant improvements to the Main Menu UI will deliver up to 100% improved performance on the Main Menu
   o Significant improvements to several in-game UIs including but not limited to:
      - The Veins of Evil
      - Units Tab
      - Potions Tab
      - Groups UI

Visual Changes

Dynamic Shadows
   o Dynamic Shadows can now be enabled in the options menu with various configurations
      - Shadows can be enabled or disabled and configured to be cast only by important lights or specified optional lights
      - The distance at which shadows are rendered is set by the Shadow Distance setting
      - The resolution of shadows is affected by the Shadow Resolution setting

Tonal Updates
   o The Hand of Evil now casts a larger light which is colour toned based on the terrain theme
   o Players can override the colour of this light via a new setting in the options menu
   o The game’s default lighting is now darker in tone and with a very slight orange hue
   o Increased the intensity of SSAO
   o Explored fog of war is now tinted based on the terrain theme, it’s cold out there amongst the ice

Dungeon Themes
   o Rhaskos Dungeon Theme
      - Improved visuals on the Dungeon Core, fixed a few errors and
         introduced new elements to spruce up the granddaddy of all cores
      - Improvements to the Rhaksos wall topper
   o Arcane Dungeon Theme
      - Dungeon Core now has a visible ebb in its visual effects
      - All Dungeon Cores and walls have had a lighting pass in support of visual tone changes and shadow support

Shrines, Structures and Environments
   o All Shrines & Structures (such as gateways) have had a lighting overhaul to make best use of the new shadow system
   o Artefacts of all types cast slightly more light
   o The Underworld Gateway now fully team colors to your faction’s colour

Terrain
   o Gold now has a glittering effect in all themes, this is adjusted based on the terrain theme
   o Ice theme terrain now has a reflective component, making it look a little more icey

Units
   o Workers now have a small team coloured light to help identify them amongst the crowds
   o Oni Ashigaru Worker - Reduced Brightness, more consistent with other skins
   o Survival workers now have a more consistent brightness with other workers
   o Easter worker no longer dyes his fur to suit your team colour, animal cruelty is ended
   o The Cynical Imp no longer changes his skin color, instead he just picks different colors to emphasize his suit

Miscellaneous Changes
   o Dramatically improved loading times for the custom campaign menu and other menus where many levels are loaded sequentially
   o The War for the Overworld launcher is deprecated and has been removed.
   o Loading screens now feature the War for the Overworld logo without patch banners.

UI & Interface
   o Controller input for possession can now be disabled in the options menu

Bug Fixes

Crashes & Gamebreakers
   o Fixed an issue which would cause the game to enter a softlock state on loading transition in and out of levels

Visual Issues
   o Fixed an issue which prevented a specific arcane theme floor from being teamcoloured
   o The Cynical Imp is now appropriately teamcoloured
   o Fixed an issue where the worker claim vfx would not persist long enough in some tasks
   o Quartz now appears correctly in all terrain themes
   o The Team Indicator for perception shrines no longer hides underground

Audio Issues
   o Fixed an issue where the Rhaskos core heartbeat would not play in sync with the animation

Levels / Campaigns
   o War for the Overworld - Level 1 - Fixed an issue where the edge highlighter for tiles in the tutorial
      would not display correctly
   o War for the Overworld - Level 9 - Enemy units in the arena now count towards objective completion.

UI
   o The description for the frostyweaver unit has been updated to correctly reflect its passive abilities
   o Fixed stick drift causing the possession camera to turn permanently if the player has an analog input device plugged in
   o If the UI fails to load it will no longer default to google.com, therefore removing your ability
      to google the issue immediately
   o Fixed an issue that would cause part of the unit panel to become inaccessible after losing a unit at certain UI scales
   o The unit panel should now behave properly at all normal UI scales ... probably.

Map Editor
   o Fixed an issue that could cause a dungeon core to become deserialized, making it untargetable
      and unremovable in the map editor. Killing your map.

Mighty Script
   o Patrols added via the spawn party action should now behave as intended.

Multiplayer
   o Fixed an issue where users on the GOG platform and Steam platform could not see each other’s multiplayer games

GOG Version
   o Custom campaigns will now be unpacked outside of GOG’s cloud save area, preventing an overload of your cloud save capacity

Until next time Underlord,

– Brightrock Games Team

* Discord
* Sign Up to Our Newsletter

# Source: https://store.steampowered.com/news/app/230190/view/3183490131050642242

GOG Offline Installer (12.04.2022 22:36 CET):
   o Lin:   2.1.0f2 (55050)
   o Win: 2.1.0f2 (55031)
   o Mac: 2.0.7f1 (30010) => 2.1.0f2a (55069) # on 14.04.2022
# The update chain on GNU/Linux for GOG Offline installer was: 2.0.7f1 (36563) => 2.1.0f2 (55050).

~~~

Hotfix Patch 2.1.0f4 Release Notes
Type: Small Update / Patch Notes
Posted: Thu, April 14, 2022 @ 3:56 PM CEST

Hotfix Patch 2.1.0f4 - Release Notes
   o Fixed a random crash issue
   o CopyMightyScript and ImportMightyScript debug commands now function again, are no longer
      case sensitive and do not require debug mode to be unlocked
   o Fixed an issue where Shadow Distance would always reset to Medium
   o Increased default gamma from 20 to 30

# Source: https://store.steampowered.com/news/app/230190/view/6137852215796992675

GOG Offline Installer (14.04.2022 23:45 CET):
   o Lin:   2.1.0f2 (55050) => 2.1.0f4 (55096)
   o Win: 2.1.0f2 (55031) => 2.1.0f4 (55093)   # on 15.04.2022
   o Mac: 2.1.0f2a (55069) => 2.1.0f4a (55097)   # on 15.04.2022
Post edited April 15, 2022 by JMB9
For me the linux version doesn't start. I'm on Manjaro with a 2600x and RX 580. Running from terminal shows this:

Running War for the Overworld
Set current directory to /media/1TB/GameInstalationFolder/gog/war-for-the-overworld/game
Found path: /media/1TB/GameInstalationFolder/gog/war-for-the-overworld/game/WFTOGame.x86_64
Mono path[0] = '/media/1TB/GameInstalationFolder/gog/war-for-the-overworld/game/WFTOGame_Data/Managed'
Mono path[1] = '/media/1TB/GameInstalationFolder/gog/war-for-the-overworld/game/WFTOGame_Data/Mono'
Mono config path = '/media/1TB/GameInstalationFolder/gog/war-for-the-overworld/game/WFTOGame_Data/Mono/etc'
Preloaded 'ScreenSelector.so'
Preloaded 'libCSteamworks.so'
Preloaded 'libCoherentGTCore.so'
Preloaded 'libCoherentGTJS.so'
Preloaded 'libCoherentUIGT_Native.so'
Preloaded 'libGameLogic.so'
Preloaded 'libRenoirCore.Linux.so'
Preloaded 'libWTF.so'
Preloaded 'libcoherenticudata.so'
Preloaded 'libcoherenticui18n.so'
Preloaded 'libcoherenticuuc.so'
Preloaded 'libsteam_api.so'
Player data archive not found at `/media/1TB/GameInstalationFolder/gog/war-for-the-overworld/game/WFTOGame_Data/data.unity3d`, using local filesystem/media/1TB/GameInstalationFolder/gog/war-for-the-overworld/start.sh: línea 16: 59704 Terminado (killed) ./"WFTOGame.x86_64"
Attachments:
avatar
somebody112: For me the linux version doesn't start. I'm on Manjaro with a 2600x and RX 580. Running from terminal shows this:
I'm getting the same error and the game shows the same prompt as in your screenshot, then quits. Guess the new installers are corrupted or incomplete...

P.S.: Raised a bug with the developer using your screenshot and my log :P. Hopefully it should get fixed soon...
Post edited April 13, 2022 by WinterSnowfall
avatar
somebody112: For me the linux version doesn't start. I'm on Manjaro with a 2600x and RX 580. Running from terminal shows this:

Running War for the Overworld
Set current directory to /media/1TB/GameInstalationFolder/gog/war-for-the-overworld/game
Found path: /media/1TB/GameInstalationFolder/gog/war-for-the-overworld/game/WFTOGame.x86_64
Mono path[0] = '/media/1TB/GameInstalationFolder/gog/war-for-the-overworld/game/WFTOGame_Data/Managed'
Mono path[1] = '/media/1TB/GameInstalationFolder/gog/war-for-the-overworld/game/WFTOGame_Data/Mono'
Mono config path = '/media/1TB/GameInstalationFolder/gog/war-for-the-overworld/game/WFTOGame_Data/Mono/etc'
Preloaded 'ScreenSelector.so'
Preloaded 'libCSteamworks.so'
Preloaded 'libCoherentGTCore.so'
Preloaded 'libCoherentGTJS.so'
Preloaded 'libCoherentUIGT_Native.so'
Preloaded 'libGameLogic.so'
Preloaded 'libRenoirCore.Linux.so'
Preloaded 'libWTF.so'
Preloaded 'libcoherenticudata.so'
Preloaded 'libcoherenticui18n.so'
Preloaded 'libcoherenticuuc.so'
Preloaded 'libsteam_api.so'
Player data archive not found at `/media/1TB/GameInstalationFolder/gog/war-for-the-overworld/game/WFTOGame_Data/data.unity3d`, using local filesystem/media/1TB/GameInstalationFolder/gog/war-for-the-overworld/start.sh: línea 16: 59704 Terminado (killed) ./"WFTOGame.x86_64"
Hey folks. Sorry about that. We think we may have found the issue and hope to push a patch in the coming days!
Patch v2.1.0f4 is going live now.

- Fixed a random crash issue
- CopyMightyScript and ImportMightyScript debug commands now function again, are no longer case sensitive and do not require debug mode to be unlocked
- Fixed an issue where Shadow Distance would always reset to Medium
- Increased default gamma from 20 to 30
- Fixed an issue that prevented GOG Linux version from launching
Thanks for your work in WFTO, Brightrock people! And happy 7th anniversary!
The new patch is greatly appreciated!

I can absolutely confirm that the main menu UI runs much more smoothly here (a dedicated Nvidia GP108M / GeForce MX150 on a ThinkPad T480, running in Nvidia PRIME mode under Linux). I can tell looking at the game assets that the main menu UI is essentially implemented as an "in-game" website, so kudos to the developers who figured out how to optimize the code there.

A few new glitches I've encountered, though, mostly related to the various Options menus (bear with me, I'm a software engineer / architect by trade, so I apologize if I come across as overly pedantic or technical):

(1) All Options menus have their scroll directions reversed using a mouse wheel, touchpad, or TrackPoint: scrolling "up" now scrolls down, and scrolling "down" now scrolls up. (It reminds me of times I've had to use MacOS and its touchpad, and I wonder if this reversal slipped in there from Mac UI assumptions. It's very unintuitive.)

(2) All Options with clickable drop-down menus (e.g., which Hand of Evil to display as your cursor, "Cursor Mode" in Options.txt) will not expand beyond a certain number of entries, and scrolling within those drop-downs no longer works. I now have to hand-edit my Options.txt to compensate.

(3) Under "Gameplay / UI Settings", the "Hand of Evil" ("Cursor Mode" in Options.txt) seems to be using what programmers call "magic numbers".

The new (awesome!) "Power Hand of Evil" seems to have been inserted earlier in the list or "enum", at 0-indexed position 4, and increased the corresponding magic number of all subsequent Cursor Mode "Hands of Evil" by 1.

So suddenly, if you had a Hand of Evil selected that now occupies a spot at or below where "Power Hand of Evil" shows up in that drop-down, your Hand of Evil / "Cursor Mode" magic number was incremented by 1, meaning this setting changed out from under you to the one formerly before it in the drop-down.

Actual example: My family was wondering why an "Always Lamash" hand was suddenly replaced by "Always Shale", and realizing what happened, I had to edit Options.txt to fix it by incrementing "Cursor Mode" by 1 to get it back to "Always Lamash" (because of bug #2 above, I couldn't use the Options UI directly).

I'd call this "Power Hand of Evil" bug the most trivial of the bugs in that it's easily fixable on the user's end once they realize what's going on, but until bug #2 is fixed, it would require being comfortable editing Options.txt (which isn't always the case if you're not a programmer or a "power user").

But in the future, I'd strongly suggest moving away from these "magic numbers" or at least never changing existing ones. In retrospect here, the new Power Hand of Evil should have gotten a new number higher than any of the others, and the UI should have separately handled the UI display ordering of the Hand of Evil options if intended to be different than the "Cursor Mode" number ordering (i.e., if you still wanted "Power Hand of Evil" to appear right after "Use Hardware Cursor").

(4) Some keybindings no longer seem to be respected (e.g., "Cycle UI Tabs"). Still haven't done enough research to figure out exactly what might be happening, but thought I'd mention it.

Thank you again for the update; whipping through the Main Menu UI at full-speed is wonderful! (Or hideous, if you're that sort of Underlord.) :-)
Post edited April 16, 2022 by z3t3t1k
avatar
z3t3t1k: Snip
Much appreciate all the notes you've made here. I'm somewhat surprised at the 1st one as that's definitely not something we've touched so I wonder if what you're encountering is somewhere in Unity's input controller. WFTO's Unity version was updated between 2.0.7 and 2.0.8 but the latter never made it to Linux on GOG due to a change in GOG's proceedures that we were unaware of. So perhaps there's something hidden in there that changed.

The 2nd one could be related to the optimisations we've made but appears to be a Linux exclusive issue as these menus can be scrolled normally on Windows. I've seen another report of this as well. I'll ask if we can investigate further. Interestingly I've yet to receive any reports form Steam users.

Problem 3 is an unfortunate side-effect of an undeniably dirty hack. When we were implementing the Power Hand we encountered an issue, we'd never designed new hands to be added to the game outside DLC. So we initially put it at a new index at the end of the enum but this wasn't working because there's no associated DLC and instead a DLC hand got loaded, sent us down a rabbit hole. Rather than dirty-hack that we dirty-hacked the list instead.

Not sure on the 4th, first I've heard of it and as you might imagine keybinds are universal.
Post edited April 17, 2022 by Noontide13
"GOG Version
o Custom campaigns will now be unpacked outside of GOG’s cloud save area, preventing an overload of your cloud save capacity"

Somebody has a "HowTo" how to fix this after the cloud store is already overloaded?
(bump)
avatar
Flexman: (bump)
Hi Flexman,

Sorry for the lack of response, I only just caught this.

You should be able to fix this simply by navigating to "../maps/saves/" and cutting and pasting the unpacked campaign files and levels from there into "../maps/" you'll need to do this while the game is running and then close the game so that Galaxy syncs the file changes appropriately.

Hope that helps,

Lee
avatar
Flexman: (bump)
avatar
Noontide13: Hi Flexman,

Sorry for the lack of response, I only just caught this.

You should be able to fix this simply by navigating to "../maps/saves/" and cutting and pasting the unpacked campaign files and levels from there into "../maps/" you'll need to do this while the game is running and then close the game so that Galaxy syncs the file changes appropriately.

Hope that helps,

Lee
Tnx, this worked (after some tries...)!