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ktlg » PC Game » War for the Overworld Update v1 1 7-CODEX

    Download War for the Overworld Update v1 1 7-CODEX game

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    Download War for the Overworld Update v1 1 7-CODEX game
    • Title: War for the Overworld Update v1 1 7-CODEX
    • Category: PC Game
    • Language: Other
    • Rating: 4.2
    • Votes: 131
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    I'll be dropping Hotfixes in here as they release

    I'll be dropping Hotfixes in here as they release  . Hi All, We're starting to compile all our hotfixes so we can provide clear patch notes in an upcoming announcement. I'll be dropping Hotfixes in here as they release. Patch v. f12 - April 20th 2017. Minor improvements to the Kasita theme ceiling. Improved the visuals and animation of the Korvek core.

    DOWNLOAD THE LASEST PC GAMES AND UPDATES AT: GoodOldDownloads. Description: DOWNLOAD THE LASEST PC GAMES AND UPDATES AT: GoodOldDownloads.

    War for the Overworld is a Dungeon Management Game that employs your favourite aspects of the RTS and God .

    War for the Overworld is a Dungeon Management Game that employs your favourite aspects of the RTS and God Game genres. Carve out your Dungeon and conquer the Overworld! -75%. In the meantime, we’re keeping the dungeon core of War for the Overworld beating with this month’s community spotlight, and our participation in the Steam Halloween Sale! So without further ado let’s get cracking! Halloween Sale. With the spookiest of days descending upon Steam, we’re pleased to announce that War for the Overworld and all its DLC will be on sale in this Halloween! From now until 1 November we’re running the following discounts

    This patch requires: Wa. or. General Notes: - Block the game's exe in your firewall to prevent the game from.

    This patch requires: Wa.

    War for the Overworld is a real-time strategy video game developed by Subterranean Games, which changed its name to Brightrock Games based in Brighton, UK. The game started as a crowdfunding campaign on Kickstarter, which ran from November 29, 2012, to January 3, 2013. In the game, players build dungeons containing deadly traps to kill adventuring heroes that enter. The game is inspired by Dungeon Keeper, StarCraft, Overlord, and Evil Genius. It includes a campaign, sandbox mode, and online multiplayer.

    Скачать с помощью Mediaget. com/War for the Overworld The Under Games Update v. f9-CODEX. 19 hours ago Windows 10 AIO 19H1 v1903 Build 18362. 418 With Office 2019 October 2019 Multilingual Pre-activated.

    Update To Patch . This is my favourite forum. War for the Overworld.

    1. dupris dupris Данные для этого пользователя, к сожалению, временно недоступны. Попробуйте посмотреть позже. 7 ? 3. ItayElbahar ItayElbahar Данные для этого пользователя, к сожалению, временно недоступны.

    General Notes:, Block the game’s exe in your firewall to prevent the game from trying to go online. Topic Count: 0. Post Count: 108. Reputation: 1. Days Won: 0. Last Activity: May 2, 2015.

    Update v. : 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 . : 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. Overworld-CODEX + Wa. Block the game's exe in your firewall to prevent the game from trying to go online.

    Code:

    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

    Code:

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    ▓▀ ▓█▀▀▀ ▀▀███▓ C O D E X ▓███▀▀ ▀▀▀█▓ ▀▓
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    War for the Overworld - Update v1.1.7
    Release Date : 06/2015 Protection : Steam
    Discs : 1 Genre : Strategy
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    For list of changes read included patchnotes.txt
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    - Extract
    - Run setup.exe and install update
    - Copy crack from CODEX dir to installdir
    - Play
    This patch requires:
    War.for.the.Overworld-CODEX
    + War.for.the.Overworld.Update.v1.0.0.1-CODEX
    + War.for.the.Overworld.Update.v1.0.7-CODEX
    - Block the game's exe in your firewall to prevent the game from
    trying to go online ..
    - If you install games to your systemdrive, it may be necessary
    to run this game with admin privileges instead
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    CODEX is currently looking for
    ▄██▄ ▄██▄
    ▓██ ▀▀ ▄ nothing but competition! ▄ ▀▀ ██▓
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    ▄██████▓▀ are you ready? ▀▓██████▄
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    ██ ▄ ▀█▓██▓▀█▄█▀█▄▄ ▄ ▄ ▄ ▄▄█▀█▄█▀▓██▓█▀ ▄ ██
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    ▀█▓▄ LNK^CPS ▄▓█▀
    ▄▀ 02/2015 ▀▄
    ▓ ▄ ▓
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    ▄ █ ▓ █ ▄
    ▀▀ ▀▀
    Update
    • setup-1.bin (734.9 MB)
    • setup.exe (3.5 MB)
    • patchnotes.txt (31.0 KB)
    CODEX
    • steam_api64.dll (277.3 KB)
    • WFTOGame_Data Plugins
      • steam_api64.dll (277.3 KB)
      • steam_api.dll (238.8 KB)
      • steam_api64.cdx (203.4 KB)
      • steam_api.cdx (183.2 KB)
      • steam_api.ini (3.6 KB)
    • steam_api64.cdx (203.4 KB)
    • steam_api.ini (3.6 KB)
      • codex.nfo (5.1 KB)

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