NightOwl_Pel...
364 posts
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Topic: Dungeon Overlord /
Bugs/broken with update thread
The team came back with a response on the issue with Friends. Included in the Lord of the Underworld update, was a limit of 500 friends. I would guess that count includes pending. I’m not sure if Support has any tools that can help take care of, but it might be worth submitting a ticket, and seeing if they can work with you.
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NightOwl_Pel...
364 posts
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Topic: Dungeon Overlord /
Bugs/broken with update thread
I passed the issue with Friends on to the team, they’ll take a look at it, and I can let you know if I get more information.
As far as the Inactive Nodes, a number of issues were addressed over the weekend, apparently when they fixed an immediate issue, the adjustment for Inactive Nodes went out as well. They are not deactivated, rather only Nodes the Inactive Player had Researched Mining for, will be active. I apologize it wasn’t fully communicated, but it was done to lower the potential for abuse.
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NightOwl_Pel...
364 posts
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Topic: Dungeon Overlord /
Bugs/broken with update thread
There was an issue, when shipping to your own Dungeons in other Regions that would display the incorrect time, but actually execute in the correct amount of time. We just did a hotfix for that, you may need to clear your cache- but it should be resolved.
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NightOwl_Pel...
364 posts
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Topic: Dungeon Overlord /
Bugs/broken with update thread
There were a couple of things addressed with the last hotfix.
With today’s downtime, we were able to resolve another set of issues.
- The Lockout Timers for Underworld Stonegating now displays correctly
- Players should no longer have issues upgrading Underworld Stonegating. There was an issue with costs that have been resolved.
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NightOwl_Pel...
364 posts
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Topic: Dungeon Overlord /
Announcements
Dungeon Overlord Downtime (05-17-13)
Dungeon Overlord™ will be brought down shortly. This will resolve additional issues that have appeared as a result of the Lord of the Underworld Update.
Downtime should be minimal
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NightOwl_Pel...
364 posts
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Topic: Dungeon Overlord /
Bugs/broken with update thread
After we iron out the issues that have come out of this release, the team intends to refocus on the overall game. I’ll definitely mention the memory leak concerns for Kongregate specifically. Sorry the responses have been delayed, Support is working through the issues the best they can, but I’m glad they did get things eventually taken care of for you.
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NightOwl_Pel...
364 posts
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Topic: Dungeon Overlord /
Bugs/broken with update thread
You can contact Support, they are working with the players who have been affected. I am very sorry it wasn’t communicated. It was one of the many things adjusted for the update, and unfortunately ended up being overlooked in the end.
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NightOwl_Pel...
364 posts
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Topic: Dungeon Overlord /
Bugs/broken with update thread
With the current downtime, we are addressing a number of issues
- The Regional Crag, Continental Rift, and Obsidian Spire will no longer appear to be Surveyable
- Battle Playbacks for Elven Settlements should once again work
- All Mountain Bonuses should now take the appropriate amount of Resources and the correct amount of lockout time
- Attack Times will now display Correctly for Interregional and Intercontinental attacks
- If you manually flag a Dungeon as Advanced Player-Combat enabled, that was receiving the Grace Period warning, you will no longer receive the prompt. Additionally, after Advanced Rooms are removed from a Dungeon that would have been automatically Player Combat-Enabled, you will no longer receive the prompt.
- Elven Settlement Attacks should now resolve as previously expected*
*There was a bug reported in the past, that the first wave of Creatures into a battle were unintentionally getting double their bonuses. That was removed, so all Creatures were attacking with their intended bonuses. However, the team recognizes that players have come to expect to be able to Raid each Settlement Tier with certain Creature attack groups. With that understanding, and the mass changes that came with the Lord of the Underworld update the bonuses, for Elven Settlement Raiding have been reinstated.
When attacking other players, the additional bonuses will no longer be applied.
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NightOwl_Pel...
364 posts
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Topic: Dungeon Overlord /
Announcements
Dungeon Overlord Downtime (05-16-13)
Dungeon Overlord™ will be brought down shortly. This will resolve some issues that have appeared since yesterday’s update. Downtime is expected to be minimal.
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NightOwl_Pel...
364 posts
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Topic: Dungeon Overlord /
Bugs/broken with update thread
Chat should be available now, if you need to how to clear cache, you can check out the Knowledge Base-
Gotoxy, unfortunately, I don’t have anything specific on what you can expect. I know Support is looking into the reports, and working with the team to determine what could be causing the spike in casualties. The best I can tell you, for now, is to contact Support, and they will work with you. http://support.nightowlgames.net
Having chests appear under the Room prop is definitely not intended. If you submit a screen shot to Support, they can turn it over to the Developers, to address. http://support.nightowlgames.net
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NightOwl_Pel...
364 posts
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Topic: Dungeon Overlord /
Bugs/broken with update thread
- The issues with chat will be resolved shortly, you will need to clear your cache to see the effect. Additionally, there is now a confirmation screen for Resource Node Upgrades.
- The team is looking into reported issues with Elven Settlement attacks. If you have specific instances you can send to support, describing your previous and current outcomes, that will assist the team in identifying the issue
- The adjustment made to Elven loot drops is part of the Update. Players have indicated when chests are dropped in Entrances, they often had difficulty locating them. So, if an Elven Loot Chest would be dropped in the doorway, it is instead delivered to the Vault
- The outline has been adjusted to full reflect that starters cannot be Conquered.
- The Regional Crags, Continental Rifts, and the Obsidian Spire are not intended to be Surveyed. Since this takes downtime, we have not updated with that fix, as it doesn’t directly affect game play. The advanced bases do not have Nodes, so there is nothing to Survey.
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NightOwl_Pel...
364 posts
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Topic: Dungeon Overlord /
WHY is it so hard to add friends?
Locating a player in an Alliance, and selecting their name will take you to their player profile, selecting any Dungeon will take you to a Mountain where they have a Dungeon. From there, select the Invite Friend option.
Any time you can locate a Dungeon, you can use that option to invite the owner as a Friend.
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NightOwl_Pel...
364 posts
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Topic: Dungeon Overlord /
Suggestions Thread (April/May)
That would definitely be helpful! I’ll see if the team thinks they can add in that feature, maybe in some of the blank space on the panel. Thanks for the suggestion!
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NightOwl_Pel...
364 posts
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Topic: Dungeon Overlord /
Announcements
Dungeon Overlord Downtime (05-15-13)
Dungeon Overlord™ is expected to be brought down over the next two days (Wednesday, 05-15-13 and Thursday, 05-16-13), for a maintenance and the Lord of the Underworld Update. Downtime is expected to be 3 hours.
This downtime will update Necropolis with the Lord of the Underworld content. (The Public Test server world will be discontinued Wednesday morning) Currently, we are expecting to update the Necropolis server world late Wednesday afternoon. Since we are doing each server world separately, we will attend to any issues as we encounter them. Once we feel confident in specifying a downtime, this post, and the announcement on the Official Forums will be updated.
Since this is such a large release, we are monitoring our preparations closely, and will keep you up-to-date on any changes in our current plan. Additionally, if you play Dungeon Overlord on any other server worlds, please visit the Official Forums for specific details on their expected downtime.
Update Notes
For information on the Lord of the Underworld Update, check out this post on the Dungeon Overlord Blog
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NightOwl_Pel...
364 posts
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Topic: Dungeon Overlord /
Suggestions Thread (April/May)
There has been some requests for a feature of this nature. With low end computers, the game automatically renders in a lower capacity way, forgoing some of the added graphic layers. However, some players have found a way to enable this setting manually, as a work around, for their computers who don’t qualify for the game to render in manner automatically. To be honest, I’m not sure how they adjust that setting in Flash, but Support may have some details, if you’re interested in a possible temporary solution. http://support.nightowlgames.net
I will pass this on to the team, and see if they have more ideas of how they can make the game run smoother. With many of the features, just eliminating elements wouldn’t affect how the game runs, since, with Flash games, you download all of the assets, rather than render them live. However, they may have additional solutions that can help with your request.
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NightOwl_Pel...
364 posts
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Topic: Dungeon Overlord /
[Official] Lord of the Underworld Update Release
We are excited to be nearing the end of the testing phase for the Lord of the Underworld Update! Over the next several days we will be concluding our internal testing efforts, and begin the process leading up towards publishing this new content. The team is working to fix issues, and make decisions based on your feedback and reports, so please continue to provide those. Additionally, players who submit reports will still be entered into the Leave Your Mark contest.
Currently, we plan to release the Lord of the Underworld Update next Tuesday, May 14, as part of our regular downtime. If we run into any issues or holdups, we will publish the Update on Thursday, May 16. We will make our best effort to keep to this schedule, but we want to be sure we are able to finalize some of the areas that are still in discussion.
In an effort to keep the Lord of the Underworld Update separate from other bug fixes and features for Dungeon Overlord, we have published a couple of items today, in an attempt to keep the tentative update on Tuesday, as simple as possible. Today’s update did not require any downtime, the list is at the bottom of this post.
We greatly appreciate players who have taken the time to assist in this testing phase, and the entire Dungeon Overlord team is very excited bring the Lord of the Underworld content to our existing server worlds. Continue to discuss any questions or ideas you have in the appropriate threads. We will keep you informed throughout this timeline, and communicate any changes.
Thanks to all who have worked with us during this process, and for your patience as we look forward towards release!
Pellets
Notes for the hotfix today, Monday, May 6:
- After completing a Quest, that is part of a chain, the Quest will no longer disappear from the Quest manager
- Added new Options Panel. At this time, the panel offers the same Options that have been available in the past. This new panel replaces the current options from the bottom right side of the game screen
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NightOwl_Pel...
364 posts
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Topic: Dungeon Overlord /
Announcements
Dungeon Overlord Downtime (04-30-13)
Dungeon Overlord™ will be brought down Tomorrow (Tuesday, 04-30-13) at 9:30 a.m. CDT (10:30 a.m. EDT, 2:30 p.m. GMT), for a maintenance and Update. Downtime is expected to be 1 hour.
Update Notes
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NightOwl_Pel...
364 posts
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Topic: Dungeon Overlord /
[Official] Lord of the Underworld Testing and Release
The testing of the Lord of the Underworld Update has been incredibly helpful as we look towards publishing this content. We have been able to address a number of bugs, thanks to player participation, and clear out many issues before this update is live. We understand this has been a long process, and are grateful for the hours players have dedicated to this venture. As players are entering the Campaign Game portion, and working towards Occupying Crags, Rifts, and the Obsidian Spire, we would like to accelerate this phase even further. With this acceleration, that means the Leave Your Mark Contest will be ending soon as well, so it’s important to continue submitting Test Results
Currently, the team is planning to have the Lord of the Underworld Update published on Classic, Infernal Abyss, Necropolis, and Annihilation within one month. This potentially means the update could be on the server worlds as soon as Tuesday, May 8. At that time, the Public Test Server World will be closed and prepared for a later launch, as a fresh new server world.
The acceleration changes will be taking place through the next week, and will be adjusted as the team sees a need to do so. As we begin to make these adjustments, we will provide more specific details on what players can expect, and a more defined timeline. If there are no major issues, we hope to be able to publish this update soon, based on the results we receive. The Dungeon Overlord team greatly appreciates all of the players who have taken the time to participate in the Public Test Server World and look forward to completing this final phase!
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NightOwl_Pel...
364 posts
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Topic: Dungeon Overlord /
Suggestions Thread (April/May)
Shark, so 24,000 per hour, per Dungeon. Is this based on having a bunch of Dungeons maxed on Research, or rather a way to further specialize Dungeons? Do you have a high Level Library in each Dungeon maxed out, or would you like to see a way to have a couple high-production Dungeon, without having to take up space in every location?
Brainpicker, are you talking about specifically sending Goblins to another Dungeon, or return shipments? Both have been suggested, and I’ll bring them up to the team again.
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NightOwl_Pel...
364 posts
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Topic: Dungeon Overlord /
Announcements
Dungeon Overlord Downtime (04-17-13)
Dungeon Overlord™ will be brought down Tomorrow (Wednesday, 04-17-13) at 9:30 a.m. CDT (10:30 a.m. EDT, 2:30 p.m. GMT), for a maintenance and Update. Downtime is expected to be 1 hour.
Update Notes
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NightOwl_Pel...
364 posts
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Topic: Dungeon Overlord /
Suggestions Thread (April/May)
Nummesis, sounds like something we may be able to add to the Overlord’s Ledger. I’ll pass the request on to the team.
gmdclark, I think this is something the team has talked about doing. I’ll put a bug in their ear, and see if it’s something they are still planning to work on.
Thanks!
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NightOwl_Pel...
364 posts
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Topic: Dungeon Overlord /
Missing Creatures.
Since that issue is specific to your account, you will need to contact Support. They can take a look at the missing Creatures, and return them to your Dungeon. http://support.nightowlgames.net
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NightOwl_Pel...
364 posts
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Topic: Dungeon Overlord /
Suggestions Thread (April/May)
Drat, I’d replied to this earlier, but when I submitted, I was told Kongregate was under maintenance, and it didn’t go through.
So, to summarize. I will pass on the suggestions about Researching. The team has discussed it in the past, but no major changes have been made since changing that Warlock level would affect Research acquisition, with the release of Infernal Abyss. The team is always open to further discussions, however.
As far as the Survey suggestion, that along with sorting by Hearts and including Mountain Bonuses, will hopefully be something the team can look into doing, to enhance the Survey tab.
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NightOwl_Pel...
364 posts
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Topic: Dungeon Overlord /
Suggestions Thread (April/May)
Overlords shouldn’t just rely on a single Dungeon used only as a Library to min/max Research output. Specialization is important, but there still needs to be strategy. As far believing you should be able to easily work down every tree, this was never the intention. It goes back to strategy and decisions, in reality you can’t learn all, about everything. It’s the same for your Technologies, which of the paths is most beneficial?
With a standard talent tree set up, you cannot learn every move available to your class, not easily anyway. It’s the same thing with learning Technologies in Dungeon Overlord.
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NightOwl_Pel...
364 posts
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Topic: Dungeon Overlord /
Suggestions Thread (April/May)
Both of your suggestions have been suggested, and at least briefly discussed. We’re hoping the Lord of the Underworld update makes Conquering more achievable, so players can more easily take those Dungeons. All Inactive Dungeons will be Advanced Player-Combat enabled, even if they weren’t before the player went Inactive. If the player comes back, and their Dungeon hasn’t been Conquered, then it will revert to Non-Advanced Player-Combat enabled, if it was before they went Inactive.
The biggest problem with turning Nodes on, is that the player themselves may not have been able to Mine it. So, if they were active, the Node wouldn’t be able to be activated. Turning them on, based on the owner’s Technologies could be an option, however, I think the team is interested to see how the changes for the Lord of the Underworld update affect this.
There’s also been talk of removing some Inactives, based on certain criteria. I don’t have a lot of information on that at this time, but if things start to develop with that, I will pass on the details.
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