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Khorne
May 1, 2002

RBX posted:

Jail is annoying and giving everything a flat 2x HP was dumb. I have no idea what they can do next.
The updated jail is pretty nice. I'm hoping they just randomize jail in every single game next.

The long game times are dreadful and underlords kinda suck.

Their next big announced change is an item overhaul. Which is great, because T2 and T3 are in dire need of help. T4 also has some pretty awkward/mediocre items at this point, and even T5 has out of place stuff like the "roll like you are one level higher" item that's utterly useless.

Khorne fucked around with this message at 01:57 on Nov 20, 2019

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RBX
Jan 2, 2011

Well I'm a big dummy because this guy really breaks down everything that's happened to the game.

https://www.twitch.tv/videos/510651076

RBX fucked around with this message at 14:48 on Nov 20, 2019

Khorne
May 1, 2002

RBX posted:

Well I'm a big dummy because this guy really breaks down everything that's happened to the game.
Disagree pretty hard. Annessix blew last patch and the buffs to her helped out a ton. Hobgen is stronger than Anessix in the very early game. Until round 10 or so.

The underlords just suck as-is. They won't be in a good place because they don't have a positive impact on the game. HS' version of underlords is more what I expected from Underlords. Not super-units that either warp the game around them without impacting composition or contribute massively in a boring way.

Khorne fucked around with this message at 14:33 on Nov 20, 2019

The REAL Goobusters
Apr 25, 2008

RBX posted:

Well I'm a big dummy because this guy really breaks down everything that's happened to the game.

https://www.twitch.tv/videos/Video%7D%7C%7B510651076

The link doesn’t work

RBX
Jan 2, 2011

Fixed link. https://www.twitch.tv/videos/510651076?t=14m20s



Khorne posted:

Disagree pretty hard. Annessix blew last patch and the buffs to her helped out a ton. Hobgen is stronger than Anessix in the very early game. Until round 10 or so.

The underlords just suck as-is. They won't be in a good place because they don't have a positive impact on the game. HS' version of underlords is more what I expected from Underlords. Not super-units that either warp the game around them without impacting composition or contribute massively in a boring way.

Yeah I agree with you but more than anything the stuff about globals and constant nerfs really hit hard. If the individual heroes were in a better place maybe the Underlords wouldn't overshadow everything.

Khorne
May 1, 2002

RBX posted:

Yeah I agree with you but more than anything the stuff about globals and constant nerfs really hit hard. If the individual heroes were in a better place maybe the Underlords wouldn't overshadow everything.
I agree with the sentiment of "if everything is overpowered and fun the game will be good whether there's actual variety or not". One of the issues is a lot of stuff is underlords isn't that high impact right now so anything that gives a slight edge is massively favored. It feels like you're always about to fall off a cliff in the current meta while in past metas there were times you felt like you grew wings when certain things happened. There also seems to be no real rock-paper-scissors going on or much reward for the high risk of committing to full 6 man alliance strategy.

Mages are pretty fun because you go from doing nothing to blowing stuff up.

Good stuff is fun in a strategical sense because you have lots of flexibility and are forced to adapt to what you're offered. It also changes in unit weights every single day.

I guess primordial 3 is kind of fun like mages, you go from this hodge podge of crap with the kind of useless primo alliance and then you hit level 3 of it and suddenly it's the real deal.

Everything else is very hit or miss.

Also, their recent nerfs/buffs continually have the opposite impact of what they wanted. The recent heartless nerf stands out. "People are forced to go heartless 2! Let's nerf it!" Now everyone is strongly encouraged to go heartless 4.

Khorne fucked around with this message at 15:07 on Nov 20, 2019

Ubiquitus
Nov 20, 2011

In my opinion:

Trolls and knights need buffs. Demons in general need buffs, in aggregate most are pretty bad

Druids probably need an ace, and savage also need some number tweaks

Hunters need some survivability or a beefier unit with a stun, right now with the abundance of pudge it's almost impossible to run 6 hunters (maybe fixing barricade to not suck will help)

Horizon Burning
Oct 23, 2019
:discourse:
Brawny needs buffs, too. God awful right now. That Twitch guy is basically right.

Khorne
May 1, 2002

Horizon Burning posted:

Brawny needs buffs, too. God awful right now. That Twitch guy is basically right.
Half or more of the alliances in the game need buffs. Scrappy too needs buffs.

Khorne
May 1, 2002
The knockout mode is extremely good.

My favorite comp is 4x brute + 4x warlock + whatever makes sense (troll+heartless sometimes, sniper+gyro others, viper/dk, random good stuff, it doesn't matter.)

For some reason this score screen bugged out, I had 3* troll and 3* alch also. I crushed 6x hunter 3x warr 2x heartless with better items than me:

Horizon Burning
Oct 23, 2019
:discourse:
valve just killed the game lol

Ravus
Jan 15, 2009

Horizon Burning posted:

valve just killed the game lol

I've been too busy to keep up this month and will be till jan, but please tell me what they did :>

jsoh
Mar 24, 2007

O Muhammad, I seek your intercession with my Lord for the return of my eyesight

Horizon Burning posted:

valve just killed the game lol

feel like its just way better now idk? games faster

RBX
Jan 2, 2011

https://steamcommunity.com/games/underlords/announcements/detail/3999690924777875829


quote:

ROUND LENGTH


All units have had their health lowered by 25%. Health values are now 1.5x the original values that we shipped with the game initially.
Dev Note: We wanted to find a balance between early game and late game survability for our units. Doubling the health was too much, and we think we found a good balance with the new health values.

STANDARD / DUOS MODE FLOW CHANGES


Starting Unit Cap changed from 1 to 3.

Players start with 5 gold.

Interest is now capped at 3 (rewarded at a maximum of 30 gold)

Round Gold increased from 5 to 7.

Creep rounds have been removed.

Items are granted every 5 rounds. Item quality does not change if you win or lose the round.

Underlords are no longer selected before the game and are now pickable in a new phase later into the match (Round 10 for Standard/Duos, Round 2 for Knockout).

Higher tier units now deal more damage to enemy players at the end of a round.

Unit damage is now = 1 + (Power Level / 3)

1 star unit Power Level = Tier

2 star unit Power Level = Tier + 2

3 star unit Power Level = Tier + 4




GENERAL CHANGES


The Lords of White Spire leaderboard has been updated to support Ranked Knockout and Ranked Duos. https://underlords.com/leaderboard

You can now view stats from previous rounds in the post-game scoreboard.

You can now view the duos scoreboard on the post-game screen.

Knockout tries to avoid giving you the same opponent twice in a row.

The multiplier for permanent stat changes in Knockout for e.g. Brawny kills or Legion Commander duels is now 4 instead of 5.



UNDERLORDS


Underlords have changed based on community feedback.

Players don't start the game with an Underlord, instead they are chosen during the match (Round 10 for Standard/Duos, Round 2 for Knockout).

Underlords have been streamlined into Fight Styles. Fight Styles contain a Core ability and an Ultimate.

Underlords talent selection has been removed. Some of the talents have been merged into the Core Underlord abilities. See individual Underlord sections below.

Hype system has been removed. Underlords will cast their abilities on cooldowns.

Underlord Core abilities start each round with 50% cooldown remaining. (eg. Anessix's Martyr's Boon has an 8 second cooldown. It will trigger for the first time 4 seconds into the fight.)

Ultimate ability cooldowns have been lowered and their power level increased.



Anessix:

Martyr's Boon: Anessix takes damage equal to 20% of her max health. All allied units heal [20, 25, 30, 40, 45, 80, 90, 100] hitpoints a second for the next 6 seconds.

Cooldown changed from 12.5 to 8

Duration changed from 8 to 6

Healing Support Fighting Style: Martyr's Boon now delivers the first 50% of the heal immediately, and the rest over the duration of the spell.

Damage Support Fighting Style: Instead of healing, Martyr's Boon now grants 30% increased attack damage.


Pure Pain:

Removed from game.


Enthrall: Anessix marks a target for 5 seconds, reducing the target's armor by 5 and forcing your army to attack it. If the target dies, Anessix brings them back as a Demon to fight for her.

Granted via Damage Support Fighting Style.

Cooldown changed from 22 to 15


Summon Demonic Golem: Anessix summons a Demonic Golem, crashing behind enemy lines and stunning every enemy within 2 cells for 2 seconds.

Granted via Healing Support Fighting Style.

Cooldown changed from 22 to 15

Armor changed from 5 to 0

Maximum Health changed from [3000, 6000] to [1125, 1500, 1875, 2250, 2625, 3000, 3375, 3750, 4125, 4500]





Hobgen:

Explosivo!: Hobgen launches a fireball at a target that deals [150, 300, 450, 600, 750, 900, 1050, 1200] magical damage split evenly amongst all targets adjacent and setting them all on fire.

High Damage Dealer Fighting Style: Doubles the effect of Explosivo! on the main target.

Support Damage Dealer Fighting Style: Enemies hit are stunned for 1.5 seconds.


Super-Charged:

Removed from game.


Let's Go Crazy: Hobgen's attacks now reach the entire battlefield, and your entire army gains increased attack speed. Hobgen will continually switch targets to units that are not on fire.

Granted via Support Damage Dealer Fighting Style.

No longer silences Hobgen

Grants your entire army [15, 25, 40, 50, 65, 80, 90, 105] attack speed.

Cooldown changed from 22 to 10


Friendly Fire: Hobgen's buddies throw 8 bombs in the battle field dealing [100, 150, 200, 250, 300, 350, 400, 500] damage to enemies directly hit. Enemies caught in the explosion AoE take half damage.

Granted via High Damage Dealer Fighting Style.

Cooldown changed from 22 to 15




Jull: !NEW!

Shake It Off: Jull reflects 50% of melee damage taken back to all adjacent enemy units, and heals for 30% of melee damage and 15% of ranged damage taken over the last 5 seconds.

Aggressive Tank Fighting Style: The reflected damage is now delivered over 8 seconds instead of instantly, but deals twice as much damage.

Healing Tank Fighting Style: Damage is also converted to healing split evenly to adjacent friendlies.

Cooldown: 10 seconds.


Barrels of Fun: Jull calls in barrels from the edges of the board. If they hit an ally, they gain 50 attack speed. If they hit an enemy, they take [100, 200, 300, 400, 500, 600, 700, 800] physical damage and receive 20% more magical and physical damage for the rest of the fight.

Granted via Aggressive Tank Fighting Style.

Cooldown: 15 seconds.


Happy Hour: Jull buys a round for all members of your army. When taking damage, 30% of it is received immediately, and the rest is taken over 7.0 seconds.

Granted via Healing Tank Fighting Style.

Cooldown: 10 seconds.




BOTS


Bots have been updated to work with the new Hero Rotation.

Bots intelligently select their Underlord when the time comes.

Poor-performing bot personalities have been redesigned for more stomping.



HERO ROTATION


The following heroes have been removed from the game.

Anti-Mage

Arc Warden

Enigma

Lina

Luna

Magnus

Mirana

Nature's Prophet

Phantom Assassin

Puck

Techies

Templar Assassin

Tidehunter

Windranger



HERO CHANGES



Broodmother:

Gold Cost changed from 4 to 3

Maximum Health changed from [1500, 3000, 6000] to [1200, 2400, 5760]



Clockwerk:

Gold Cost changed from 3 to 2

Attack Rate changed from 0.714 to 0.667

Armor changed from [10, 13, 15] to [8, 10, 12]

Attack Damage Minimum changed from [55, 110, 220] to [50, 100, 200]

Attack Damage Maximum changed from [65, 130, 260] to [60, 120, 240]



Legion Commander:

Gold Cost changed from 3 to 2



Shadow Shaman:

Alliances changed from Troll Shaman to Troll Druid

Hex:

Duration changed from [4, 6, 8] to [4, 5, 6]




Slark:

Gold Cost changed from 3 to 4

Maximum Health changed from [750, 1350, 3600] to [900, 1800, 3600]

Essence Shift:

Stolen Attack Speed changed from [1, 2, 3] to [2, 3.5, 5]




Snapfire:

Ol' Scatterblast:

No longer triggers Refresher Orb.




Sven:

Gold Cost changed from 5 to 4

Ace effect removed



Viper:

Alliances changed from Scaled Dragon to Dragon Assassin



Weaver:

Alliances changed from Scrappy Elusive Insect to Scrappy Insect Hunter




ITEM CHANGES


The item pool has been refreshed with a host of brand new items.
All global items have been removed.
The entire item pool now consists of hero equipment and contraptions.

REMOVED ITEMS


The following items have been removed from the game:

Blight Stone

Brooch of the Martyr

Embarrassment of Riches

Tranquil Boots

Helm of the Undying

Aegis of the Immortal (global item)

Brooch of the Aggressor

Celebratory Murder Gong

Poaching Knife

Sacred Relic

Assassin's Veil

Bracers of Desperation

Dawning of Ristul

Daedalus

Friends and Family Discount

Assault Cuirass

A Higher Class of Criminal

Desperate Measures

Expanded Roster



TIER 1


Big Time Contract

Tier changed from 2 to 1.

No longer grants bonus health.


Chainmail

Claymore

Gloves of Haste

Headdress !NEW!

Units within 1 cell of the equipped hero gain 20 health per second.


Hood of Defiance

Kaya !NEW!

+20% Increased Ability Damage.


Morbid Mask !NEW!

+20% lifesteal.


Talisman of Evasion !NEW!

+20% evasion.
Thanks

Vitality Booster

Health Bonus changed from +500 to +375.


Void Stone !NEW!

+10 Mana per second.




TIER 2


Arcane Boots

Cooldown changed from once per battle to 15 seconds.


Barricade

Health changed from 800 to 600.


Blink Dagger

Crystalys !NEW!

+25 Attack Damage. 20% chance to Critical Hit for 200% damage.


Desolator !NEW!

Attack target loses 5 Armor for 5 seconds.


Force Staff

Hand of Midas !NEW!

+30 Attack Speed. 30% chance of getting 1 gold whenever equipped hero kills an enemy.


Orb of Venom !NEW!

Enemies damaged by the equipped hero's attacks take 30 damage per second for 3 seconds.


Stonehall Cloak !NEW!

Equipped hero gets +50 health for every unit they have killed. (+200 health in Knockout)


Stonehall Pike !NEW!

Equipped hero deals +4 damage for every unit they have killed. (+16 damage in Knockout)


Vanguard

Health changed from +500 to +375.




TIER 3


Battle Fury

Blade Mail

Tier changed from 2 to 3.

Now grants +5 Armor to the equipped hero in addition to the 30% damage reflection.


Eul's Scepter !NEW!

+5 Mana per second. Whenever a unit attacks the equipped hero, it gets cycloned into the air, becoming invulnerable for 2.5 seconds. (10 second cooldown)


Maelstrom

Mask of Madness

Lifesteal changed from +20% to +15%.


Mekansm

Heal increased from 500 to 750.


Octarine Essence

Silver Edge !NEW!

+30 Attack Speed. +300 Health. Whenever equipped hero attacks a unit, break that unit for 5 seconds. (5 second cooldown)


Skull Basher

Target Buddy

Health changed from 2000 to 1500.

Added festive hat.


Vladmir's Offering !NEW!

Allies within 2 cells get +10% damage, +5 armor and +10% lifesteal.




TIER 4


Aeon Disk !NEW!

+500 health. When equipped hero's health is reduced below 50%, they become invulnerable, untargetable, and disarmed for 2 seconds. (once per battle)


Black King Bar

Now grants +45 Attack Damage in addition to its other benefits.


Butterfly !NEW!

+35 Attack Damage. +35 Attack Speed. +35% Evasion.


Dagon

Cooldown changed from once per battle to 12 seconds.


Diffusal Blade !NEW!

Equipped hero's attacks burn 20 mana per hit. Damage done by the equipped hero generates 0 mana for the target.


Eye of Skadi

Healing Ward

Tier changed from 3 to 4.

Healing aura increased from 40 to 50 health per second.

Health increased from 300 to 500.


Moon Shard

Pipe of Insight

Refresher Orb

No longer provides a benefit to allies within 1 cell.


Scythe of Vyse

Now additionally provides +10 Mana per second.

Pig duration changed from 4.0 to 3.5 seconds.




TIER 5


Aegis of the Immortal !NEW!

Equipped hero will resurrect with 50% of its max health 5 seconds after dying. (once per battle)


Bloodthorn

Divine Rapier

Heart of Tarrasque

Horn of the Alpha !NEW!

2.0 seconds after the battle begins, summon a powerful Thunderhide Companion. (once per battle)
Thunderhide

Maximum Health 3750

Min-Max Damage 100-150

Attack Rate 1.07

Attack Range 4



Radiance

Burning enemies now have a 17% chance to miss their attacks.


Satanic !NEW!

+750 health. Whenever equipped hero is below 30% health, gain +200% lifesteal for 3.0 seconds. (20 second cooldown)


Shiva's Guard

Tombstone

Tier changed from 4 to 5.

Zombie

Attack Damage Minimum changed from [50, 70, 90] to [75, 105, 135]

Attack Damage Maximum changed from [70, 90, 110] to [105, 135, 165]



Vesture of the Tyrant !NEW!

Allies within 1 cell can't die until the equipped hero dies.




ALLIANCE CHANGES



Elusive: Removed from the game.

Shaman: Removed from the game.

Primordial: Now a 2/4 alliance, the third level removed from the game.



UI UPDATES


Added Daily Challenge info to Play menu.

Reworked dashboard navigation.

Game/Round timer styling adjusted.

Added timer countdown bar to the top of the screen during prepare phase.

Lessened overlap issues between game timer and shop units.

Formatting changes to player/opponent lower corner info.

Removed hype bar from player/opponent lower corner info.

Updates and bug fixes for Tutorial copy, design, and flow.

Updates to How-to-play and Glossary.

Fix bug where dragging an item showed an empty panel.

Styles for Underlord taunt lines.

Updates to Underlord detail view.

Added Underlord picker.

PC - Fixed alignment issues between alliances/items/battlestats tabs.

PC - Adusted alliance icons to prevent slight clipping of bench unit pips.

PC - mirrored player/opponent lower corner info to match iOS styling.

MOBILE 16x9 - shop - Added tier odds to left side of screen, clicking odds brings up detailed odds tooltip / removed odds button.

MOBILE 16x9 - shop - Adjusted button placement, made buttons larger.

MOBILE 16x9 - shop - Made units in shop larger.

MOBILE 16x9 - Added background art to alliance/items/dps tabs.

MOBILE 16x9 - Shrunk alliance icons to lessen overlap with board.

MOBILE 16x9 - various minor styling changes to fix alignment issues.

MOBILE 21x9 iphone - shop - Added tier odds to left side of screen, clicking odds brings up detailed odds tooltip / removed odds button.

MOBILE 21x9 iphone - shop - Adjusted button placement, made buttons larger.

MOBILE 21x9 iphone - shop - Made units in shop larger.

MOBILE 21x9 iphone - various minor styling changes to fix random alignment issues.

MOBILE 4x3 ipad - shop - Added tier odds to left side of screen, clicking odds brings up detailed odds tooltip / removed odds button.

MOBILE 4x3 ipad - shop - Adjusted button placement.

MOBILE 4x3 ipad - shop - Made units in shop larger.

MOBILE 4x3 ipad - Added background art to alliance/items/dps tabs.

MOBILE 4x3 ipad - various minor styling changes to fix alignment issues.

MOBILE 18x9 android - shop - Added tier odds to left side of screen, clicking odds brings up detailed odds tooltip / removed odds button.

MOBILE 18x9 android - shop - Adjusted button placement.

MOBILE 18x9 android - Added background art to alliance/items/dps tabs.

MOBILE 18x9 android - various minor styling changes to fix alignment issues.

Flea Bargain
Dec 9, 2008

'Twas brillig


Holy gently caress! Game... good again?

Khorne
May 1, 2002
So glad assault cuirass is gone. 6* heartless is now the real deal and doesn't get hard countered by your opponent lucking into a cuirass.

Flea Bargain posted:

Holy gently caress! Game... good again?
Maybe, the changes all seem positive. Underlords are still a real awkward feature that needs to be iterated on further, but the changes this patch make underlords integrate better than they did.

My biggest gripe is making healing ward t4 and leaving battlefury in even though it sucks even more now that it's +35 instead of +a ton. Melee cleave blows in this game but they seem to think it's some powerhouse passive ability.

I guess if that's the biggest gripe then it's a pretty good patch. Also sucks about some of the heroes they removed, but I'm not convinced that harms the game.

Khorne fucked around with this message at 05:56 on Dec 19, 2019

marumaru
May 20, 2013



holy gently caress, the devs for this game really enjoy their job. excited to play this patch

Miss Lonelyhearts
Mar 22, 2003


Yea it's a whole new game, lots of fun.

No jail, no early loot rounds, and underlords coming in at round 10 are really good changes imo. They really did learn a lot from knockout, game is faster and better.

Ravus
Jan 15, 2009

Miss Lonelyhearts posted:

Yea it's a whole new game, lots of fun.

No jail, no early loot rounds, and underlords coming in at round 10 are really good changes imo. They really did learn a lot from knockout, game is faster and better.

Ooooh wow yeah I need to get back into the game, these sound like great changes.

The REAL Goobusters
Apr 25, 2008

Miss Lonelyhearts posted:

Yea it's a whole new game, lots of fun.

No jail, no early loot rounds, and underlords coming in at round 10 are really good changes imo. They really did learn a lot from knockout, game is faster and better.

This sounds fantastic

Khorne
May 1, 2002
Stonehall Pike on bloodseeker in knockout is A+ good. It's also pretty neat on jugg or beastmaster if you get the brawny train rolling. I had it on a 40 kill treant one game but tree still drops off even with +480 damage from a t2 item.

The +health item doesn't seem nearly as good.

Vlad's is also really strong.

Niton
Oct 21, 2010

Your Lord and Savior has finally arrived!

..got any kibble?
I finally got to live the Stonehall Pike dream in a standard game! Early-ish 3* Batrider that just.. never stopped accelerating.

a fatguy baldspot
Aug 29, 2018

what am i supposed to do with demons now that they’re not one or all

Khorne
May 1, 2002

a fatguy baldspot posted:

what am i supposed to do with demons now that they’re not one or all
Don't mix chaos knight and shadow fiend, but otherwise you mostly ignore the alliance and draft units for other reasons. Like Terrorblade is insanely strong even without hunter bonus or other demons, Shadow Fiend is a solid B/B- tier guy, Shadow Demon is really strong early-mid game and can stick a bit longer if he's giving you heartless. QoP is okay in a pinch. Annessix gives you an extra demon bonus but that's not a reason to pick her 99% of the time it's just a nice perk when she is the right pick.

If you draft Legion Commander you want at last one demon. LC got nerfed yesterday so maybe LC is not good anymore.

Khorne fucked around with this message at 14:21 on Dec 30, 2019

Khorne
May 1, 2002
After getting boss in ko I decided to chill and draft stupid poo poo. I've been forcing warriors and savages and drafting a bunch of stuff I never draft just to see what works and what doesn't. This is the "ultimate burst assassins" troll build named after omni/dk/kunkka. I wish I had a refresher for kunkka and was offered a 4th because he does crazy burst damage. I'll do the lord of the white spire grind soon but it has actually been pretty interesting drafting off-beat stuff. In KO I tend to draft a bit off-meta (aka not going for scrappies) but obviously pick up the strong three star guys including tinker.

I didn't get tinker 3 until the final round so I wasn't carried by him, and I was running slardar instead of omni until the last around also for scaled bonus mostly.

I mean yeah I had ember & viper who are two of the best three star dudes, viper especially, and last round I had the tinker3 which is also one of the best dudes.

I got QoP 3 pretty early and she has 40+ kills which is +8k hp, but QoP3 dropped off hard near the end due to... well look all the stuff my opponents had that shredded a QoP. I eliminated #3/#4 and my losses were mostly to the second place guy until the last round.

Khorne fucked around with this message at 18:01 on Dec 30, 2019

a fatguy baldspot
Aug 29, 2018

the three spirits seem really good in general, especially if you can get a three star ember and put something dumb like the kills sword on him

SeaGoatSupreme
Dec 26, 2009
Ask me about fixed-gear bikes (aka "fixies")


I am unreasonably proud of going 33-0 in a game where I didn't feel exceptionally lucky.

It was my first game back in a few months, and it just became a complete stranglehold on higher cost units as I used the economy to my gain, leading to a few rolls a round searching for more kunka and other good units.

Definitely a really low skill game though, I don't think I saw a single opponent keep more than 3 gold the entire time.

RealityWarCriminal
Aug 10, 2016

:o:


end of beta/end of early access/release set for February 25. you'll probably see the monetization roll out at that time.

imagine if they put this much effort in to Artifact.

MMF Freeway
Sep 15, 2010

Later!
The thing about Underlords is that, while people seem to generally like it compared to Artifact (and I do too), they have still not really been able to retain players. It's not unusual to lose players over time, but you do expect to see large bumps when new content gets released. Not really the case with Underlords, it's just been a steady decline. Another unusual thing is that there hasn't been any monetization whatsoever during this time. So when they finally do allow you to spend money on stuff they'll have a fraction of the playerbase they started with. Who knows what constitutes a "success" in Valve's eyes but I wonder if Underlords will even end up making them more than Artifact. Sure Artifact died like immediately but the whole upfront cost thing at least guaranteed they got some money out of it.

Horizon Burning
Oct 23, 2019
:discourse:

Horizon Burning posted:

valve just killed the game lol

Khorne
May 1, 2002
Nah, they killed it with the underlords update. And put themselves in a bad position because now the community is heavily divided between people who inexplicably like the underlords and people who don't. They've also lost a lot of people to watering the game down over time to be "more consistent". It removed a whole lot of the DAC charm and gives a fairly samey/dry experience with minimal wild swings and crazy strats.

Underlords has been full of really bad design decisions. Even UI decisions have been questionable. At least duos mode & knockout are both fun and give something their competitors don't. I hit top 10 white spire in knockout at one point before logging on only once every few weeks, and I'd play duos if I knew anyone at all who played.

Khorne fucked around with this message at 01:16 on Feb 11, 2020

TOOT BOOT
May 25, 2010

My theory is that Autochess was mostly just a long-lived fad anyway.

Khorne
May 1, 2002

TOOT BOOT posted:

My theory is that Autochess was mostly just a long-lived fad anyway.
There's a legitimate place for autochess mechanics. I'm not convinced anyone has the big breakthrough game, though. Autochess is effectively a drafting in MTG / Dominion / any other game: the game. With a weird positional auto play mechanic to decide who drafted better. The autochess part where it plays itself is not even the biggest problem with the current implementations of the genre, although it could easily be substituted out and still retain most of what makes the game engaging.

Maybe you're right that autochess is doomed because the autochess part isn't super super interesting. There are a few positional tricks you can learn, but for the most part it's rote and requires no thought after you learn it. Being able to see where people place their units in real-time in underlords also adds a pointless/random click speed+latency test where sometimes you and the guy competing for first slam the same unit back and forth to try and avoid having a good/bad matchup due to it. Surprisingly, only like top 20 white spire players do this so it's real easy to steal wins in underlords.

The other parts are interesting, though, and I could see them influencing design in other genres or influencing design to swap out the autochess part of autochess for different, quick round mechanics. Or maybe the next big autochess game will revolutionize the strategy involved on-board and play down the gambling mechanics.

Khorne fucked around with this message at 01:28 on Feb 11, 2020

Dr. Video Games 0112
Jan 7, 2004

serious business

Khorne posted:

There's a legitimate place for autochess mechanics. I'm not convinced anyone has the big breakthrough game, though. Autochess is effectively a drafting in MTG / Dominion / any other game: the game. With a weird positional auto play mechanic to decide who drafted better. The autochess part where it plays itself is not even the biggest problem with the current implementations of the genre, although it could easily be substituted out and still retain most of what makes the game engaging.

Maybe you're right that autochess is doomed because the autochess part isn't super super interesting. There are a few positional tricks you can learn, but for the most part it's rote and requires no thought after you learn it. Being able to see where people place their units in real-time in underlords also adds a pointless/random click speed+latency test where sometimes you and the guy competing for first slam the same unit back and forth to try and avoid having a good/bad matchup due to it. Surprisingly, only like top 20 white spire players do this so it's real easy to steal wins in underlords.

The other parts are interesting, though, and I could see them influencing design in other genres or influencing design to swap out the autochess part of autochess for different, quick round mechanics. Or maybe the next big autochess game will revolutionize the strategy involved on-board and play down the gambling mechanics.

Well, for something like MTG the technology has "been there" to evolve, to create something like a true electronic version with real time depth elements added in and some variants of this have been attempted for a very long time with varying degrees of success. Unfortunately for something like a flagship property like MTG its impossible, for the same reason you have digital card games, development cost aside, the card and tabletop is their identity that they cant let go if only for business reasons.

I agree that something like Autochess could definitely be the new thing if a developer would commit more in that direction rather than keeping costs down or keeping it accessible or whatever, but this is again not something entirely novel or a guaranteed path to success, in fact specifically for MTG people have been talking about that since the 90s. As optimistic as the prospect is, I think you can see why it hasnt really worked out and probably wont down the line just based on what I wrote. In many ways what seems like a marriage in heaven on paper, actually ends in a bitter divorce and alienation of one side or both.

To give a broader example, look at action and RPGs or action RPGs. There is only so many ways you can blend action and rpg before it becomes too action for the guy who wants to play multiplayer D&D on a virtual table online, and/or too many required compromises to drop all the numbers or classes or whatever to appease the other guy who wants to press buttons and things to explode and die, graded on a per 10 seconds measuring system. Can it be done ? Sure. Has it been done? Give or take in many ways.

On top of all that, if I think card games are poo poo and the people that play them are disgusting, you can call it 3dCheckers or AnimePoker or what have you, you'll never convince me.

Personally, I would say the "viral fad" element will ultimately be AutoChess' undoing if anything.

Dr. Video Games 0112 fucked around with this message at 02:13 on Feb 11, 2020

TheFlyingLlama
Jan 2, 2013

You really think someone would do that? Just go on the internet and be a llama?



underlords is now apparently out of beta/early access, so season 1 is officially starting. Lots of updates too

https://underlords.com/updates

Coward
Sep 10, 2009

I say we take off and surrender unconditionally from orbit.

It's the only way to be sure



.
Hooray, Summoning is back!

Horizon Burning
Oct 23, 2019
:discourse:
lol this is so loving sad

'summoned units are out'

'uh, now summoned units are back in!!"

No Wave
Sep 18, 2005

HA! HA! NICE! WHAT A TOOL!
it wasn't just summoned units... they brought back a lot of mechanics that were popular at the time and then watered down

Bloodbound closer to the old version, veno wards, arc warden clones, necro as a warlock are the ones I noticed.

But I cant really stand the pace of it anymore because Battlegrounds is so good.

marumaru
May 20, 2013



i literally can't bring myself to play anything but knockout. it's got the perfect length, fits right into my poop sesh

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Khorne
May 1, 2002

Inacio posted:

i literally can't bring myself to play anything but knockout. it's got the perfect length, fits right into my poop sesh
Knockout is seriously underrated.

KO also teaches us that people play standard "wrong" sort of. Most people don't learn that lesson because they do the same thing they do in standard then whine KO is too random.

Standard builds are all based around consistency and not losing much life when you lose, and you will lose tons of rounds with standard builds.

KO builds are win this round or lose this round it doesn't matter by how much. During scrappy meta you frequently didn't swap in scrappy 6 so that you could run things like tb2 or other prime damage sources in KO. Without enough damage you will lose rounds. Be tenacious and then barely lose the round isn't a thing in KO.

KO made me appreciate the game way more because effective compositions that can win rounds are way more complicated than the standard meta would have you believe.

I haven't even opened the client for s1. I'm playing other stuff, and I have no confidence in the underlords team to make a great game. :(

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