Comentarios en: War for the Overworld Multilenguaje (Español) (PC-GAME) https://www.intercambiosvirtuales.org/juegos/war-for-the-overworld-multilenguaje-espanol-pc-game En Busca del Conocimiento.... Fri, 22 Nov 2024 02:55:59 +0000 hourly 1 Por: Jose Molina https://www.intercambiosvirtuales.org/juegos/war-for-the-overworld-multilenguaje-espanol-pc-game/comment-page-1#comment-745044 Fri, 06 Nov 2015 13:28:44 +0000 http://www.intercambiosvirtuales.org/?p=74880#comment-745044 Hola hola. Gracias por el aporte Jimmy. Una pregunta. Los uptades son acumulativos? Instalo el Uptade 1.1.7 y listo?

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Por: jimmy_criptoy https://www.intercambiosvirtuales.org/juegos/war-for-the-overworld-multilenguaje-espanol-pc-game/comment-page-1#comment-706963 Sun, 21 Jun 2015 15:21:23 +0000 http://www.intercambiosvirtuales.org/?p=74880#comment-706963 :arrow: War.for.the.Overworld.Update.v1.1.7-CODEX
Update v1.1.7:

Gameplay & Balance Changes

Unit Spawning

Unit spawning now takes into account the current army composition of the player and will now spawn

Ember Demon

We’re continuning to tune the Ember Demon to focus on two specific roles: Small skirmishes and destroying defences. The single target damage has been heavily increased and the AoE burst damage is now all but gone. Across the board they now have less damage overall, but we’ve doubled their bonus damage to defences to compensate. Finally, we’ve added a knockback to Ember Spirit to prevent an entire army being killed after defeating a few Ember Demons.

Health increased to 1000 (from 700)
Basic attack: Damage increased to 75 (from 30)
Basic attack: Cooldown reduced to 2.5s (from 3s)
Flare: Damage reduced to 0 (from 50)
Flare: Range increased to 3 tiles (from 2)
Flare: Cooldown increased to 10s (from 5s)
Ember Spirit: Damage reduced to 75 (from 125)
Ember Spirit: Added a small knockback
Ember Spirit: Added a 2s stun
Ember Spirit: Range reduced to 2 tiles (from 4)
Collateral Damage: Bonus damage to defences increased to 100% (from 50%)
Firecracker (AoE damage + stun ability) removed
New ability: Immolation: Applies a stack to nearby enemies (1 tile radius) every 2.5 seconds which lasts for 10 seconds and deals 3 damage per second. Stacks up to 5 times, and new stacks will reset the duration of old stacks.

Worker

Over the months since release we’ve received significant feedback on how you would like to see worker’s gain experience and levels enabling them to potentially defeat other workers in combat and increase the effectiveness of your work force. We’ve listened and we’re pleased to deliver these changes!

Workers can now level up through performing work tasks.
Gain health, damage, work speed and movement speed per level

UI Changes

Option added to reset hotkeys to default

AI Changes

Units will now ignore rally flags for 30 seconds after being dropped on a prop
AI players will no longer try to attack players who have been defeated

Misc Changes

It is now possible to select a random start location in Multiplayer
The game now cleans up data much better when leaving the lobby

Bug Fixes

Fixed some props (Torture / Crypt) not accepting dropped units
Fixed that themed walls were not showing colours on impenetrable walls
Fixed a bug where the “Dalaran Shield” in Level 13 would disappear on a save
Fixed a potential issue with Saving and Loading
Vampire Ritual now once again supports sacrificing prsioners
Fixed an issue where Skirmish AI would not load correctly after a save
Fixed an issue where Necromancers and Beasts would not respond to rally flags
Fixed several issues where delay between working voiceovers
Fixed a visual issue where summon worker would not correctly show
Highguard corruption has been fixed
The Emperors throne in level 13 is no longer walkable
Fixed several issues with clients casting Blood Money in Multiplayer
Fixed a bug where entering a cut-scene while in possession would cause the camera to become unusable

Update v1.1.5:

Balance Changes

Defence Balance Changes
Some months ago we implemented a change that increased the health of all units to ensure they survived longer in combat compared and made fights more dynamic and interesting. We never increased the defences inline with this and since the unit spawning changes the effectiveness of defences has been severely compromised.

Bombard health increased to 1500 (up from 1000)
Bone Chiller health increased to 1500 (up from 800)
Gargoyle health increased to 2000 (up from 1500)
Glacial Door base health increased to 4000 (up from 2000)
Glacial Door max health increased to 10000 (up from 8000)
Portculis health increased to 3500 (up from 1500)
Rampart health increased to 3500 (up from 1500)
Well of Souls health increased to 4000 (up from 500)
Wooden door health increased to 2000 (up from 750)

Passive Research Rate

We found that the rate at which sins we’re being unlocked in patch 1.1.4 to be far too fast. The reason for this is that the passive rate at which sins were unlocked was far too high, this meant that the gradual increase in time to gain sins was not felt due to the high research rate. As a result we’ve chosen to significantly lower the research rate.
Passive sin generation rate reduced to 1 Research point per second (Down from 1.7 per second)

Ember Demon (Unit/Construct)

The Ember Demon and it’s rift has commanded a powerful position within the game, with their large damage output and on-death explosion they were able to rip through both units and defenses with little effort.
We wanted to reduce their effective against units while maintaining their excellent position as a siege unit. As such we’ve reduced the overall damage and effective range of the Ember Demon while giving it a 50% damage increase against defences. This will also secure their position against the above Defence Changes
Basic attack damage reduced to 30 (from 70)
Ember Spirit damage reduced to 100 (from 125)
Firecracker damage reduced to 50 (from 160)
Firecracker radius reduced to 2 tiles (from 4)
Firefracker now applies a 2 second stun
Firefracker cooldown increased to 15s (from 8s)
Flare damage reduced to 50 (from 80)
Flare range reduced to 2 tiles (from 3)
Flare cooldown increased to 10s (from 5s)
Now deals 75% bonus damage to Defences with all abilities
Garrison (Room)
We’ve nerfed the Garrison’s percentage health regen buff to defences slightly to compensate for the increased health of defences.
Defence health regen buff reduced to 10+0.5% per second (Down from 10+0.75% per second)
Forge (Spell)
Forge has had limited usage since release and with the increased defence health the heal component of forge is even less useful. To compensate we’ve given it a significant buff to both it’s healing and mana cost.
Defence heal increased to 300 + 25% (up from 50 + 20%)
Mana cost reduced to 250 (Down from 300)

Bone Chiller (Defence)
The bonechiller is positioned as an excellent utility defence, increasing the effectiveness of others by slowing and distracting enemy units. With a small buff to it’s passive slow this should become much more obvious.
Slow amount increased to 55% (Up from 40%)

Well of Souls (Defence)
For a late game trap the Well of Souls was not performing as well as we had hoped, by increasing the damage it deals, it’s stacking damage increase and reducing the amount of souls required to spawn a wraith this defence should command an even more powerful position.

Damage increased to 35 + 30% per target (Up from 20 + 20% per target)
Wraith spawning cost reduced by 25%

Blade Lotus (Defence)
Damage increased to 100 (Up from 80)

Bombard (Defence)
We’ve removed the knockback from the Bombard in favour of increased range, we felt that the Bombard’s knockback caused combats which involved them to behave erratically for limited gain on the part of the Bombard. With increased range the end result is the same while opening more options for positioning of Bombards.

No longer has a small knockback on hit
Range increased to 4 tiles (up from 3)
Ballista range increased to 4 tiles (Up from 3)

UI Changes

Added a checkbox to the Multiplayer lobby to allow the player to hide full games
Colour coding added to the Multiplayer lobby for ping quality
Added status notifications for claiming and losing shrines
Permanent status icon added when a player has control of the Kenos in Levels 12 and 13.

Audio Changes

Shrine claimed and lost notification voice over added
Additional alerts and voiceover added for information regarding the tavern

AI Changes

Workers will now fight other workers unless other enemy units are nearby
Support added for Hero factions as extra AI Players in Multiplayer & Skirmish

Visual Changes

Visual improvements added for the Corrupted Highguard
Standard theme core beat colour is now matched to team colour
Blade Loti will now die correctly after dying

Bug Fixes

Fixed an issue where the first player in a match would not have themed wall connectors
Fixed a visual issue where worker VFX would not play
Fixed an issue where self-targeting abilities in possession (Shadow Blink) would not work
Fixed a typo in a faction name on Level 4
Fixed missing dismiss hotkeys from Worker Rally and Impasse
Necromancer ghouls will now read their correct activity
Connectors are now correctly teamcoloured
Fixed an issue which prevented the siege shrines from working
Fixed an issue where bed occupancy was not visible on the client in Multiplayer
Fixed several issues with slapping on clients
Fixed an issue where rotating the camera would cause grabbed units to become invisible
Fixed an issue which prevented the dropping of units into a torture chamber

Update v1.1.4:

Bug Fixes

Fixed a critical issue where loading a level would cause objectives to become incompletable

Update v1.1.3:

Visual Changes

Implemented Rampart destruction VFX

Bug Fixes

Clients should now properly see fog of war information from their allies
Fixed an issue where prophecy would behave unusually on the client
Fixed a visibilty issue with cores in Multiplayer
Fixed an issue where patrols would not continue after a loaded save
Fixed an issue where loading campaign level 7 would cause Rhaskos to regenerate life
Themed walls that are on impenetrable rock are now correctly colourised
Fixed an issue where themed workers did not have digging and running sounds

Update v1.1.2:

Balance Changes

Eternal
Now desires to work in the Foundry more often
Archon
Now desires to work in the Archive more often
Map Changes
Campaign – Level 7
Player will now correctly lose on the death of their core
Rhaskos no longer regenerates health making the “Defibrillator” achievement easier to achieve
Campaign – Level 13
Empire Crypt will now spawn disciples instead of Ghouls

UI Changes

Added a full games filter to the Multiplayer Lobby

Bug Fixes

Units that are spectating the Arena should now always face towards the arena
Bombards that have Ramparts will now take damage from Overdrive, the Rampart will no longer take the damage
Dropping Gold on Minions once again improves their moods
Fixed revealed Fog of War being present on Campaign Levels
Fixed a bug in the Multiplayer lobby were player’s would receive a confirmation instead of an alert when host leaves (The Host has left, Yes/ No.)
Fixed unclaimed tiles around Dungeon Cores not counting as being within the Area of Influence (making them uncastable until claimed)
Beast Masters now look into the Arena when coaching units
Fixed impact animation on Tempalrs
Ensured that kill objectives in Multiplayer only consist of enemies
Fixed several issues with tile ownership for neutral factions
Fixed an issue on the catacombs level where incorrect win conditions were in place for team games
Shrines and other objects now visible right from start when in Fog of War conditions (Multiplayer Matches)
Made some small fixes to the Sin Generation Rate
Glacial doors cannot be placed in unusual positions anymore
Units should no longer have excessive trouble hitting defenses behind ramparts
Doublefixed the bug where different titans can be unlocked at once but won’t actually appear
Several fixes to typos on the Loading screen tips

Update v1.1.1:

Map Changes

Skirmish – Catacombs
Fixed gold tiles being extremely low value
Skirmish – Acrophobia
Removed Sacred Earth
Added more gold
Campaign – Level 13
Drawbridge now blocks flying units when raised

Bug Fixes

Fixed Ghouls not following their Necromancer when rallied
Fixed Beastermaster not being able to catch and carry beasts
Fixed a bug where the Manufacturing Shrine would not correctly produce defence parts after a save and a load
Fixed the bug that was preventing the grey fog from working on Multiplayer Games
Fixed a bug where units would not covert correctly in Multiplayer Games for clients

Update v1.1:

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!
6 New 2-Player Maps
Abyss – 1v1 – 69 x 41
Seastead – 1v1 – 41 x 66
Holes – 1v1 – 40 x 40
Mask of the Betrayer – 1v1 – 89 x 79
Lonely Mountain – 1v1 – 50 x 71
Firepits – 1v1 – 79 x 79
2 New 3-Player Map
Acrophobia – FFA – 103 x 103
Eye of the Beholder – FFA – 63 x 63
9 New 4-Player Maps
Catacombs – FFA – 73 x 73
Frostbite – FFA – 63 x 71
Wetwork – FFA – 83 x 83
Split Personalities – FFA – 80 x 80
Scorch – FFA – 67 x 67
Flower – FFA – 81 x 81
Circle – FFA – 60 x 60
Chokepoints – FFA – 73 x 73
Doom – 2v2 – 80 x 80

Gameplay & Balance changes

Defences & Constructs
Defence & Construct Mana Cost Changes
Bombard reduced from 25 to 15
Blade Lotus reduced from 20 to 10
Bone Chiller reduced from 25 to 15
Ember Rift reduced from 150 to 100
Gargoyle cost per second reduced from 25 to 20
Glacial Door increased from 0 to 10
Warding Totem reduced from 25 to 15
Well of Souls reduced from 40 to 25
Well of Souls
Well of Souls part cost increased from 3 to 5
Radius increased to 7×7 (up from 3×3)
Bonechiller
Passive Radius increased to 9×9 (up from 5×5)
Augrum Wall
Max health is now 600 (up from 400)
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
Fixed a reason that Steven Fright could be defeated (https://www.youtube.com/watch?v=DnbfYtG-I5Q)

Performance Improvements

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

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Por: leugim https://www.intercambiosvirtuales.org/juegos/war-for-the-overworld-multilenguaje-espanol-pc-game/comment-page-1#comment-701371 Tue, 26 May 2015 21:36:45 +0000 http://www.intercambiosvirtuales.org/?p=74880#comment-701371 no logro arrancar el juego cuando lo instalo dice que fallo el lanzado del juego y me dice que lo haga desde el disco C en directamente lo hago y da el mismo error? no se que pasa

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Por: Garion https://www.intercambiosvirtuales.org/juegos/war-for-the-overworld-multilenguaje-espanol-pc-game/comment-page-1#comment-698595 Thu, 14 May 2015 19:10:08 +0000 http://www.intercambiosvirtuales.org/?p=74880#comment-698595 Hola. Me baje el juego el lunes y hoy acabo de terminar todas las misiones. Cuando salgo del juego directo al escritorio sale una leyenda que dice “gracias por jugar la vercion beta de…” no se si es un error o que es mas trucho de lo que deberia. Por otro lado, tiene al menos 10 bugs y cuando pasa mas de 40 minutos, el juego se pone pesado, se ve por fotos. Igual lo guardas y lo volves a cargar y todo bien. Eso si, hay que estar pendiente porque se bugea y encima un par de veses crasheo (tengo un i5 de 4 generacion y 8 gigas de ram y una plaquita nvidia gtx460)

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Por: kurriky https://www.intercambiosvirtuales.org/juegos/war-for-the-overworld-multilenguaje-espanol-pc-game/comment-page-1#comment-692598 Tue, 21 Apr 2015 18:11:42 +0000 http://www.intercambiosvirtuales.org/?p=74880#comment-692598 jimmy puedes subir los últimos updates con el carck?
se supone que corrigen bastantes problemas.

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Por: diego https://www.intercambiosvirtuales.org/juegos/war-for-the-overworld-multilenguaje-espanol-pc-game/comment-page-1#comment-687121 Fri, 03 Apr 2015 19:26:56 +0000 http://www.intercambiosvirtuales.org/?p=74880#comment-687121 @martin … yo lo probe esta muy mal optimizado el juego… a duras penas “casi” me dejo terminar la primer mision (despues del tutorial)… se comprende ya que el juego es de un estudio independiente.. habra que esperar updates :)

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Por: jimmy_criptoy https://www.intercambiosvirtuales.org/juegos/war-for-the-overworld-multilenguaje-espanol-pc-game/comment-page-1#comment-687004 Fri, 03 Apr 2015 10:42:52 +0000 http://www.intercambiosvirtuales.org/?p=74880#comment-687004 El juego es multilenguaje, se cambia desde el panel del juego.

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Por: Martin https://www.intercambiosvirtuales.org/juegos/war-for-the-overworld-multilenguaje-espanol-pc-game/comment-page-1#comment-686990 Fri, 03 Apr 2015 06:20:29 +0000 http://www.intercambiosvirtuales.org/?p=74880#comment-686990 alguien logro hacerlo andar? cuando estoy por arrancar la primera mision (tutorial) me aparece un error

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Por: diego https://www.intercambiosvirtuales.org/juegos/war-for-the-overworld-multilenguaje-espanol-pc-game/comment-page-1#comment-686987 Fri, 03 Apr 2015 05:38:44 +0000 http://www.intercambiosvirtuales.org/?p=74880#comment-686987 juego creado por un estudio independiente pero basado en el dungeon keeper y aprobado por el mismisimo peter molyneux :)

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Por: makolin https://www.intercambiosvirtuales.org/juegos/war-for-the-overworld-multilenguaje-espanol-pc-game/comment-page-1#comment-686974 Fri, 03 Apr 2015 03:40:59 +0000 http://www.intercambiosvirtuales.org/?p=74880#comment-686974 hace 20 años que jugue el Dungeon keeper ( tan viejo estoy ) :???: Gracias Jimmiy

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Por: mike https://www.intercambiosvirtuales.org/juegos/war-for-the-overworld-multilenguaje-espanol-pc-game/comment-page-1#comment-686966 Fri, 03 Apr 2015 02:51:54 +0000 http://www.intercambiosvirtuales.org/?p=74880#comment-686966 Aclaren para que version de Windows es, si es 32 bits o 64 bits. gracias por el aporte

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Por: mike https://www.intercambiosvirtuales.org/juegos/war-for-the-overworld-multilenguaje-espanol-pc-game/comment-page-1#comment-686961 Fri, 03 Apr 2015 02:38:21 +0000 http://www.intercambiosvirtuales.org/?p=74880#comment-686961 me sale un error al ejecutar el juego. “La version de este archivo no es compatible con la version de Windows que esta ejecutando. Compruebe la informacion del sistema del equipo para ver si necesita una version x86(32 bits) o x64(64 bits) del programa y despues pongase en contacto con el proveedor.”….. help!!

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Por: mauro https://www.intercambiosvirtuales.org/juegos/war-for-the-overworld-multilenguaje-espanol-pc-game/comment-page-1#comment-686943 Fri, 03 Apr 2015 00:12:51 +0000 http://www.intercambiosvirtuales.org/?p=74880#comment-686943 servira si solo tengo 2 GB de ram y una placa de video buena?

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Por: Roberto https://www.intercambiosvirtuales.org/juegos/war-for-the-overworld-multilenguaje-espanol-pc-game/comment-page-1#comment-686923 Thu, 02 Apr 2015 22:25:04 +0000 http://www.intercambiosvirtuales.org/?p=74880#comment-686923 Este juego y su jugabilidad está completamente basado en Dungeon Keeper uno de los mejores juegos de este tipo de hace ya 20 años!

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Por: pitertools https://www.intercambiosvirtuales.org/juegos/war-for-the-overworld-multilenguaje-espanol-pc-game/comment-page-1#comment-686915 Thu, 02 Apr 2015 20:44:13 +0000 http://www.intercambiosvirtuales.org/?p=74880#comment-686915 es el dungeon keeperpero con otro nombre. jajaja me lo llevo. gracias muy buen game
:grin: :grin: :grin: :grin: :grin: :grin: :grin:

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Por: juanillo https://www.intercambiosvirtuales.org/juegos/war-for-the-overworld-multilenguaje-espanol-pc-game/comment-page-1#comment-686914 Thu, 02 Apr 2015 19:57:15 +0000 http://www.intercambiosvirtuales.org/?p=74880#comment-686914 Le han cambiado el nombre al Dungeon Keeper???

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Por: hernan https://www.intercambiosvirtuales.org/juegos/war-for-the-overworld-multilenguaje-espanol-pc-game/comment-page-1#comment-686890 Thu, 02 Apr 2015 17:53:12 +0000 http://www.intercambiosvirtuales.org/?p=74880#comment-686890 como lo pongo en español?

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Por: natalio https://www.intercambiosvirtuales.org/juegos/war-for-the-overworld-multilenguaje-espanol-pc-game/comment-page-1#comment-686857 Thu, 02 Apr 2015 13:42:53 +0000 http://www.intercambiosvirtuales.org/?p=74880#comment-686857 peroese juego es de ahora o que

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Por: david https://www.intercambiosvirtuales.org/juegos/war-for-the-overworld-multilenguaje-espanol-pc-game/comment-page-1#comment-686844 Thu, 02 Apr 2015 11:36:39 +0000 http://www.intercambiosvirtuales.org/?p=74880#comment-686844 sera que vai sair em português

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Por: Indio https://www.intercambiosvirtuales.org/juegos/war-for-the-overworld-multilenguaje-espanol-pc-game/comment-page-1#comment-686842 Thu, 02 Apr 2015 11:12:38 +0000 http://www.intercambiosvirtuales.org/?p=74880#comment-686842 Eres el mejor sin duda, Graciaaaaaaas.

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Por: jimmy_criptoy https://www.intercambiosvirtuales.org/juegos/war-for-the-overworld-multilenguaje-espanol-pc-game/comment-page-1#comment-686837 Thu, 02 Apr 2015 10:21:25 +0000 http://www.intercambiosvirtuales.org/?p=74880#comment-686837 :arrow: MEGA UN ENLACE
ivpaste.com/v/ND74rhz8

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