Great news to all our Chinese customers: The first version of Chinese localization is now live.
Important: The language must be selected from Steam game properties if it is not automatically selected for you. We are considering an in-game option as well, but the current version must be configured from Steam game properties.
As usual, send us feedback regarding the localization if you find any errors or such. Have fun playing!
Version 0.9.1.0 with Chapter IV Now Available!
Chapter IV in version 0.9.1.0 is now available in default branch. The beta has been running for a few days and it seems to be stable so we've moved this into the default slot.
Release notes already in beta announcement: https://steamcommunity.com/games/790850/announcements/detail/1780519275930151556
Version 0.9.1.0 in Beta!
Version 0.9.1.0 is in Beta. Chapter IV is also open there. So if you're eager to play the fourth chapter you can do so now in beta. We will move this into default after some more testing.
Bear in mind you may encounter bugs. We recommend backing up your saves before playing betas ( c:/users//appdata/roaming/10tons/UndeadHorde/Saves). Beta instructions: https://steamcommunity.com/app/790850/discussions/0/1837937637904364275/
Opened Chapter 4 for players
Disabled embalming skull from game since it was OP both in paper and in feedback
New item: Ring of Devouring
consume nearby random corpse to heal most damaged unit
Circular bonewall bug fix
Added new summoning statues for wasteland heroes
Added unique bear hero to hunter's outpost
Made some preliminary guesses for hero slot and summoning costs.
Nerfed unit attack speed affix a bit
Goodhelper is now Benevictor
Level up card particle fx replaced with some card anims
Gendry quest: skippable dialogue
Cancel hover if inventory use button is held down, not just on down event
Proper alpha for necro arrow
Increased mana/gold magnetism speed
Added less intrusive hit sfx for paladins and templars
Fixed wolf animation speed scaling
Added new riverbank tiles to citadel stages
Added a tougher guardian for barb stronghold treasure
Small visual fixes to desert-02 and desert-puzzle-dungeon
Fixed some cases where walls covering secret passages didn't get deleted properly
Adjusted necro hover fx
Prevented player being able to run out of the exit marker in secret passage
Added hover trail
Always allow hovering in crypt
Cleric enclave foliage optimized
Moved desert dungeon entrance markers closer to the doorway
Fixed bug in bene's temple
Giant loot table fix
Added colorable cast beams
Some ui changes regarding text placement and such
Typo fixes
0.9.0.9 "¡A nigromar!"
Changelist:
1st version of spanish localization Send us feedback! (Please note there are some missing strings)
Added a short sidequest to Orok's Lair
Added missing foliage to wasteland levels
New main menu & startup loading systems
Added fireball watchtower model (only in Citadel, not yet open)
Added custom loot table to giants for better drops
Necro hover does not stop if player stops moving
Drawing an arrow instead of sector for player
Items are given power words like fine, great, superior according to their power level compared to level requirement
Item power distribution randoms were tweaked a bit, now there's a chance for even more powerful item drops
Shops have more powerful items in general now
Some new affix icons
Player arrow gfx
Some typo fixes
Moved Orok's Lair entrance to Decrepit Tunnel
Some secret switches in Desert and Wasteland dungeons are now easier to spot
Chickenify targets enemy which fits into budget and has most max hp
More massive corpse explosion
Added more generic "no targets in range" text when no targets are found for corpsplosion or chickenify
New water textures
Removed grunt sounds when necro taking eot damage (poison/fire)
Block necro hover @ dialogue
New item naming system with a formatting string
If random chance is 0, the affixed item won't be in the shop
Rebalanced Chicken Amulet
Fixed a locked gate in Decrepit Tunnel being openable by merely using it
Improved haste effect
Scaled down catacomb sarcofagi a bit, nerfed the giant village in desert
Removed bear spawner near Greene in forest 2 as it was causing problems
Fixed a couple of bugs in levels
Adjusted loot so that hidden and gold chest do not yield so much rare items
Dagger can have more affixes which should reduce the amount of similar daggers
Added loot table for hidden chests which spawns less items
Floored the probability increase skewing to avoid easily duplicating 1 rare to 2 chance at some points - the levels now add a bit less rarity
0.9.0.7 - Introducing Necro Hover!
Prepare for necro hover - the revolutionary automatic system which shortens travel times! Here's the changelist for the latest update.
Necrohover: The necromancer speeds up a lot when traveling. The necrohover is stopped when the player or the horde is attacked or the player
Persistency for raised hero units - hero units are saved on exit so that you'll lose them only when they're killed or the necro is killed.
starts to interact with any objects.
Fixed multi-gamepad usage @ worldmap & inventory
Bribe system: Bribes increase item function levels now in shops
Axes, clubs and other slower than dagger weapons were given a bit more power
Affixes get more powerful as item levels grow
Bribing shops will now increase chances for rarer items
Leveling shops will also increase the rarities a bit
Loot gets a bit better as the game progresses
Typo fixes
Exit areas are now drawn in game
Faster cleric healing
Improved double click logic @ inventory
Added support unit (cleric & goblin shaman) magic power improving affix
Benevolix's Temple recreated to be more like a temple
Scalable warning areas
AOE target selection should be better and correspond with the warning areas better
AOE ranges updated
Fireball tower added (only in Citadel area, not yet open for public)
Cache undeadify music
Lowered mana cost of chickenify
Dynamic help texts in tutorial level
Fixed tooltip bugs when changing controllers / reconfiguring keys
Replaced desert humans units with small numbers of knights
Added Orok lair and some wasteland level changes
Optimized some hud drawing
Fixed command ring draw bug when screen filters off
Scrooge McDead achievement: gain a million -> gain 600k
Goodhelper has some reasonable slot size
What We're Working On
Here's our current list. Hopefully we have the next update early next week. Maybe tuesday or wednesday - we'll see.
Shop improvements - the shops should offer better stuff!
Loot improvements - the loot quality and power should increase more with progress
Movement speed - a kind of autorun we currently call "necrohover".
Controller improvements - a bunch of bug fixes regarding some reported gamepad issue
More content - new chapters are under constructions. Not sure yet when we can open chapter 4 but hopefully within two weeks.
NG+ - we have a preliminary version, but it needs more developer testing and iteration.
Additionally we're working on numerous smaller fixes and improvements along the way.
Version 0.9.0.6
Here's the change list for version 0.9.0.6.
A great portion of these changes were done according to your feedback so thank you for helping us improve the game!
Three new spells: Despair, Bone Nova and Bone Star (Despair should be available on level 6, Bone Star is level 8 and Nova in upcoming content)
Extended Grumbznik quest line all the way up to picking up the crystal
Changed a couple of quest related announcements to white (less noisy colors, connects better with the white quest list)
Ranged and support units are drawn with a different color on the command ring
Mostly hidden XP numbers behind the hud not drawn anymore
Selling items with gamepad hold-key delay: 1s -> 0.5s
More HP for cleric
Opened up some affixes to more item types
Slight damage increase for scythe
Mine reset takes now 4 seconds instead of 2.5
Mine damage & trigger ranges more exact
Lowered chicken base damage
Added tutorial for mines
Fixed command ring drawing bug with different unit slot size scalings
Added quest level to worldmap active quest info
Added some under construction markers in Catacomb I
Catacomb I crystal chest now more visible
Ring of Flames can appear in shops again
Slight improvement in shop shuffling
Pricier higher level flaming rings
Fixed some useable indicator unset colours
Nudged Commander down a little in Crypt, so info "i" doesn't go inside pillar
Added missing floor tiles to Crypt
Added missing floor tile to first catacomb level
Fixed bug with Conquer Desert achievement
Caching command toggle direction trigger
Cleaned up voiceovers, replaced some takes
Marginal performance improvement @ unit targeting
Less aggressive prioritization of support units for enemies
Your Feedback in Action - Top Issues Revealed!
We've gotten a lot of feedback from the forums and from the game feedback form as well. In general people seem to like the game a lot and the game is perceived as "fun" by most of the people: The fun factor from 1-5 is around 4.5 on average! Thank you!
We're happy that people like the game, but as developers we're mostly interested about the problems players report. Here's a list of top issues reported by the players so far. These are grouped into larger themes so that we can observe the bigger picture.
Note that, we're also reacting to dozens of smaller items and individual issues. These themes are mentioned here because they have repeated the most in the feedback.
Walking Times and Run Button
A lot of players wanted a run button or shorter walk times. We worked on this issue around the design table and came up with a "necrohover"-system. The system will allow faster movement outside combat. Basically the necromancer starts levitating after traveling uninterrupted for some time. Doing other stuff than traveling or being attacked will interrupt the levitation. We're yet to test this, but on paper it looks promising.
Shop Selection Lacking
Some players found the shop items lacking or undesirable. The shop systems need some improvement. The current system is very simple and usually doesn't produce desirable items. We are working on improving the shops so that you can "bribe" the merchants to shuffle AND improve the item quality. We'll also increase base item quality. This allows players more control over the shop contents and more desirable items.
Inventory Too Small & No Stash in Crypt
Some players feel that inventory is too small. We'll be adding at least one row more of inventory which should help with the issue. Some players would want a stash of some kind. We're not certain about the stash details yet, but we're thinking about it.
Lack of Horde Control or Minions Stuck
This aspect garnered a bunch of comments. Some wanted to pinpoint targets for the horde or control them more individually. Others commented that minions get stuck in places.
We'll try to address the minions getting stuck issue as well as we can. There's still room for improvement on that front.
In general we want to keep the horde controls simple and straightforward so that the game doesn't become an RTS and stays playable on gamepads as well. This means we won't be doing massive changes on horde control as it would result in some very different game. That said, we'll keep working on the unit AI to make it as fun as possible. Please report to us any cases where the horde does something which frustrates you - we might be able to tweak it so that it doesn't do that.
Too Few Weapons or Spells
Some players felt there should be more weapons and spells. We'll be adding more spells and affixes as we go so this area will improve as we develop. We'll also improve the damage of slower weapons to differentiate them and tweak the affix systems so that players would get more interesting weapons.
Too Few Minions
Some players wanted more minions - a bigger army simply. We're doing our best, but to keep the game working on low-end or mid-tier setups, we have some limitations. We're probably unable to increase counts since low-end machines need to switch off details already. Vastly different counts lead to different games, so we need to have some kind of compromise.
Hero Visuals Customization
This would be awesome to have, but it's a massive feature needing a lot of art and programming. It would probably take most of our time for 1-2 months. We'll try to focus on things we can change the most instead.
Controls
There were some mentions of controls in general and some went to detail about the melee targeting. We found something to be improved in melee targeting at least.
The sector symbol in the game is a bit misleading, since you usually hit one target which is closest to the middle of the sector. We'll be removing the sector indicator and replacing it with some other directional indicator which is clearer. This also helps with the reported minor issue of somewhat unclear necromancer orientation.
Game Not Ready
Rest assured - we're working hard to make it ready :)
Thanks for reading this far! Here's a sneak peek into the change list of the next update which could be out tomorrow:
Added tutorial for mines
Added 4 more inventory slots
Fixed command ring drawing bug with different unit slot size scalings
Added quest level to worldmap active quest info
Three new abilities: Despair, Bone Nova and Bone Star
Added some under construction markers in Catacomb I
Catacomb I crystal chest now more visible
Ring of flames can appear in shops again
Slight improvement in shop shuffling
Pricier higher level flaming rings
Fixed some useable indicator unset colours
Nudged Commander down a little in Crypt, so info "i" doesn't go inside pillar
Added missing floor tiles to Crypt
Added missing floor tile to first catacomb level
Fixed bug with Conquer Desert achievement
Remaining secrets now shown on worldmap per tile
Version 0.9.0.5
Changes & Bug fixes:
Decreased Arcane Wall damage a bit
Increased Arcane Flaming Arrows damage a bit
Unified unit/building hpbar, name etc. draw positions
Get appropriate XP from chickenify
Copy unit loot config to new chicken on chickenify
Moved Goodhelper @ desert, so he can't be killed while talking to Dr.Y Bones
Removed LIVING class from treant, so it can't be chickenified (or vampire/manasuck)
Steam cloud should work - the quota was too small previously at 10kb, now it is up to around a megabyte
Undead Horde Early Access Out + Latest Info
Welcome to Undead Horde Early access!
Here's an info package which probably answers some early access questions.
We've received some questions of pricing plans so here are some answers. The Early Access base price is $14.99/14.99EUR with regional differences. During early access launch week there's a 10% discount.
There's also a small loyalty bonus: If you own any one of TvsL, JYDGE, Time Recoil, Neon Chrome or Crimsonland - you'll get an additional 10% off from the EA price so it should show you -20% total at the moment.
In full launch the price will increase. The amount of increase is still open, but there'll be an increase.
❕ Keep your game updated - we will probably issue a lot of hot fixes during the first few days to fix any major issues the players report quickly.
Have fun playing - you can reach us on the forums or on the official Discord: https://discord.gg/ECYEyCt