- Last Active
- Member, Administrator, Master Founder, Robot Entertainment, , Early Access, Featured Developer
We’ve been pretty busy over here on Orcs Must Die! Unchained. Temper is finally back in the game, and we’re working on a ton of polish these days. It’s been a long road to get here, but we’ve got our best days ahead of us. With that in mind, I wanted to let you know about some big changes coming up.
Our European publisher, Gameforge, has been a valuable and supportive partner over the last 3+ years. After careful consideration, we have made the joint decision to combine the European and North American players under the single Robot Entertainment banner. This means that Robot Entertainment will be taking over the publishing and support for all of our players and that we can finally give our community one of their biggest requests – a single account system so you can play with your friends from anywhere in North America and Europe.
But how is this going to work? On March 21st, Gameforge will be emailing each of its OMDU players a unique migration code. Those players will be able to use that unique code to migrate their Gameforge account data to a Robot Entertainment account. More details can be found in the FAQ at the bottom of this post.
We look forward to getting to know the EU community and making sure that they are as close to us here at Robot Entertainment as the rest of the community has become.
VP of Production
Q. How do I migrate my account?
A. The procedure below applies to Gameforge users, Gameforge Portal users and Steam users.
- You will receive an email containing a migration code on March 21st, 2017.
- Register a new account at https://orcsmustdie.com/#!/en/migrate (not yet active) using this code.
- When registering, you will need to enter your unique code and the tool will then migrate your Gameforge account game progress to your new Robot Entertainment account.
- If your name is already in use, you will have to pick a new one.
Q. Where will Gameforge be sending the codes?
A. Migration codes will be sent to the email address that is associated with your Gameforge Orcs Must Die! Unchained account. Please make sure that this information is up to date. Without your code, you will not be able to migrate your accounts.
Q. When should I expect to get my code by email?
A. Emails containing your account migration codes will be sent out on March 21st.
Q. Can I migrate my account to Robot Entertainment before this time?
A. No. Migration will first be opened on March 21st, 2017.
Q. Will I need to create a new OMDU account?
A. You will need to have a Robot Entertainment account. Your migration code email will contain a link to a setup tool on OrcsMustDie.com that will help walk you through the process of creating a Robot Entertainment account if you do not already have one.
Q. Can I keep my username?
A. Since you are migrating to a server with an existing user population, you will not be able to keep your username if someone else has already taken it. You will need to enter your username when registering a new account with Robot Entertainment.
Q. Will I keep all of my in-game progress and purchases?
A. Yes. Your Gameforge account details will be migrated to your Robot Entertainment account. Anything that is stackable – traps and consumables – will be added to whatever is already on your Robot Entertainment account, if anything.
Q. What if I have already played and made progress in my existing Robot Entertainment account?
A. Anything not stackable will be assigned to your account according to whichever value is higher. For example, if you have a level 7 Robot Entertainment account and a level 40 Gameforge account, the resulting account after the migration will be a level 40 account. Here’s a full list of what is included in this category:
- Trap tier
- Account Level
- Starred Maps and Unlocked Buckets
- High scores and leaderboard progress
- Heroes and Skins
You will not carry over any friends, guilds, or guild status.
Q. What about my trap parts?
A. You will get all of your trap parts. If you have slotted them already, they will simply be returned to your inventory. You will need to re-slot them after the migration.
Q. What about my gold, how will that work?
A. Any unspent gold will be migrated and converted to the Robot Entertainment rate and added to the Robot Entertainment account.
Q. Will my game and network performance be negatively affected?
A. We will be maintaining EU servers for OMDU. If you are playing using matchmaking, or with region-local friends, your network performance will not be negatively affected. If you intentionally play custom matches with a friend overseas, you may experience some minor network lag depending on your network connection and internet service provider.
Q. Will I now play with the North American players?
A. All OMDU players will now be able to become friends and play with one another. There will be a single Robot Entertainment account system.
Q. Will the EU and NA communities continue to be separate?
A. We are still working out the specifics, but we fully intend to maintain EU and NA communities on the Orcs Must Die! website. Our goal is to foster one big, happy OMDU community as much as we can while still making sure we pay specific attention to regional communities.
Q. When will the Gameforge EU servers close?
A. The Gameforge EU service will remain live until March 14th, 2017. From that day on, the Gameforge EU servers will be shut down. You will be able to migrate your account from March 21st, 2017 onwards. You can find more information about the migration process in Question 1 of the FAQ and/or the instruction e-mail that Gameforge sends on March 21st.
Q. Can I access all services until then?
A. Gameforge’s Support system and forums will remain active until April 30th, 2017.
Q. How long do I have to migrate my account?
A. Players will have until September 30th, 2017 to initiate the migration of their account to the Robot Entertainment servers. After that date, no data can be migrated over.
Release 1.7 – Patch Notes
Available Jaunary 17, 2016
New Battleground (56-65): Restricted Section
Not many are allowed into the Order Academy Library's Restricted Section, much less the army of the Unchained. Enforce quiet hours by guiding your enemies through this multilevel map and to their doom.
New Battleground (56-65): Confluence
A confluence of bad circumstances are afoot in the Order Academy canals. Pirates are attacking the nearby village and a sewer-lurking firelord is chasing kobolds into the Academy. Good luck slowing them down!
New Battleground (46-55): Maximum Security
Your hero will never find a more wretched hive of scum and villainy than in the maximum security wing of the Order Academy Dungeon. This map is perfect for ceiling traps and crossfiring wall traps. Don't forget to bring guardians!
All maps now have leaderboards available. Players can filter leaderboards by friends, guild mates, and number of players.
Update: Quests 2.0
Players now receive three quests daily, one for each of the reward categories: experience, chest, and skulls. One quest may be abandoned daily, and will be replaced with another quest in the same reward category. Quests now have more possible objective types expanded from playing or winning a game.
New Feature: Rotating Store
Each day, three different bundles of cards will become available in the store. On Sundays, six bundles will be available. These bundles of cards can be purchased using skulls. This will allow players to more quickly obtain sought-after rare cards.
- Potion of Caffeination: Restores all cooldowns and grants a 10% cooldown reduction until death. Limit 3 per match.
- Potion of Experience: Grants 2 battle levels when used and +10% experience until death. Limit 1 per match.
- Potion of Mana: Restores all mana and grants +1 mana per second until death. Limit 5 per match.
- Scroll of Discount: Traps cost half as much for 10 seconds for all players. Limit 1 per match.
- Potion of Mana: Restores all mana and grants +1 mana per second until death. Limit 5 per match.
- Scroll of Slow: Provides all players with a 50% minion slowing aura. Lasts 60 seconds. Limit 1 per match.
We are adding new and exciting functionality to guardians to make them more powerful and fun to use. At home, new guardians will have a unique aura that benefits allied players. Each guardian will also have a different type of damage that they deal and special spin, ranged, and melee attacks. Below are the first four guardians to reflect these changes.
- Cook Guardian: When placed at home, all attacks poison his enemies. In addition, his aura heals players when he is out of combat. Once the player has full health, they receive the Full Stomach buff, which grants bonus max health.
- Bartender Guardian: When placed at home, this guardian’s primary attack stuns enemies, and her area attack slows them. Her aura dispenses Liquid Courage to nearby allies, reducing their ability cooldowns while she is in combat.
- Blacksmith Guardian: When placed at home, his primary attack reduces all of his target's armor types and his area attack knocks enemies back. While in combat, his aura fortifies ally armor with the Forged Armor buff, reducing all incoming damage.
- Weaponwright Guardian: When placed at home, his primary attack sets enemies on fire and his area attack ignites any enemies already on fire. While in combat, his aura imbues his allies' weapons with flame, causing nearby players’ primary attack to set enemies on fire.
- The chest opening screen has been updated to better convey card rarity.
- Account level experience is now displayed at the bottom of the
Barricades and Decoys:
- Removed barricade and decoy healing during go breaks.
Temple Alarm Gong:
- No longer Mesmerizes enemies but slow them by 70% for 2.5 seconds.
- Consecutive acquisitions of Unchained have been made harder to obtain. In other words, after the first time a player goes Unchained in a match, it becomes subsequently harder and harder to become Unchained again.
- Damage reduced significantly.
- Fixed a bug which allowed Bionka to remain Unchained for extended periods of time.
- Increased Beat Dem Back's cooldown to 40 seconds from 30 seconds.
- The amount of health recovered by her heal has been increased by roughly 50%.
- The damage and armor penalty of Reach of Roots has also been increased.
Release 1.6 – Patch Notes
Available December 6, 2016
A note to our players...
This update is HUGE. If you’ve been following our progress, then you know that this update introduces massive changes to the game. We have removed our Siege PvP mode. As much as we loved it within the walls of Robot (and that love was definitely shared by a segment of our players), Siege mode was just not raising the bar for fun in Orcs Must Die! Unchained as we had hoped it would. By removing this mode, we’re able to fully focus on bringing back the classic Orcs Must Die gameplay that players thought was missing in OMD!U.
At Robot, we are really proud of the new version of Orcs Must Die! Unchained that you’re about to play. From the newly overhauled moment-to-moment action and trap strategy to item collection and player progression, the changes should be immediately obvious to you.
With these changes, we’ve tried to bring back that OMD feeling. With that said, our players are our best judges of our success, and as always, we want to hear from you. What do you like? What do you feel still needs improvement? Give the new update a go and let us know what you think!
VP of Production, Robot Entertainment
Important Note: Account Resets
An account reset has occurred in order to deal with Siege’s removal. Players have been refunded all gold that they have purchased. DLC and bundles are being refunded with their value in gold plus an additional 50%. For a full accounting of what content will carry over and what gold will be refunded, please read here.
New Battleground: Eventide Ramparts
Eventide Fortress, aka "Surrounded," has been divided up into three new maps with new enemies and new challenges. The Eventide Ramparts represents the south eastern wall of the fortress. With multiple doors and paths, watch out for unexpected attacks and use your barricades wisely.
New Battleground: Training Grounds
Bionka trains only the most formidable of her warriors in the grueling conditions of her Training Grounds. Protect them by fighting both the Order and the elements. Remember to conserve your coin and watch your trap cap for when the third door opens.
New Battleground: The Falling Folly
High in the clouds, this tower is crumbling under the onslaught of attacks against it. A simple map with two doors, two guardian spots, and steep stairways, make sure to bring physics traps to make your enemies take the quick way down.
New Battleground: Stables at Eventide
Because of Eventide Fortress's strategic significance as the capital's main port, the enemies of the Territories Humaine are trying any way they can to get in--even the fortress's stables. With two potential fronts, one of which is very close to the rift room, players must find innovative ways to kill their enemies before they find their way to the rift.
New Battleground: Academy Sewers
Sneaking into the Order Academy is hard. Many believe the best way to do it is through the sewers. "Best" may be an overstatement. "Smelliest" may be more accurate. In either case, bring some physics traps and don't let the Order flush you out!
New Battleground: Thuricvod Village
The subterranean city of Thuricvod has recently been unearthed from the Shifted Sands. The calamity that buried it has also flooded it with lava, so remember to bring your physics traps, barricades, and boom barrels and to make use of the dwarves' ingenious environmental traps.
New Battleground: Docks at Eventide
Most of the goods that supply the Order come through Eventide Fortress's docks. Unfortunately, pirates want a piece of the Order's sweet, sweet booty. Protect Eventide and tell those pirates to keep their hands--and hooks--to themselves. This map features many opportunities for physics traps as well as dock guardians.
New Battleground: Storm Drain
Storm the massive drainage system of the capital of the Territories Humaine. Beware of the Order as it tries to wash you out. Bring your physics traps and wall traps, but beware that your barricades may not help you much!
New Battleground: Temple Cemetery
The Unchained have defiled the Riftmaker's Temple cemetery on their visit, and its undead residents are not amused. Use your barricades to funnel the Unchained into their spooky grasp, and they'll make their visit permanent.
Classic Battleground Returns: Gates of Thuricvod (Corridor)
Feel the heat in the newly unearthed ruins of Thuricvod. Bring your physics traps to send your enemies for a refreshing dip in hot, boiling lava. It's a short trip from the gates to your rift, so be sure to think about your barricade strategy.
New Feature: Prologue
Players now play through 5 missions to build their starter deck and unlock the remainder of the game.
New Feature: Weekly Challenges
Weekly challenges are a new game mode played with a restricted set of heroes, a pre-defined deck, and a modified ruleset. Players are rewarded with a chest if they complete the challenge with its suggested heroes. In addition, obtaining 3 or 5 stars for the first time also results in a chest.
New Feature: Survival Pass
Players can now purchase a Survival Pass to gain bonus XP and Skulls from matches played.
Update: Revamped Profile Screen
This is now the new home to guilds. In addition, a new overview screen has been added, showing basic account statistics and upcoming rewards. We will expand the profile significantly over time.
Update: Visual Effects Overhaul
We have made minion deaths, trap effects, and reactions bigger and better so that they feel more like OMD2. These changes are designed to improve the moment-to-moment excitement and power that the player feels while playing.
Update: Physics Traps Overhaul
We have dramatically overhauled the code behind physics traps. The physics should be more realistic, more reliable and more fun. For example, physics traps no longer deal damage initially. Instead, they now deal damage when the minion hits a surface after flying through the air. This makes it much more likely for comedic collisions and elaborate deaths to occur.
Update: Hero Overhaul
We have redesigned every single hero in the game to better support Survival gameplay. This means all new abilities, balance, and weaver upgrades have changed. See below for more detailed changes.
- Trip Wire: This trap costs 1,500 coin and fires once before being destroyed. When a minion walks over this trap, it fires all other nearby traps.
- Temple Alarm Gong: This trap costs 1,000 coin and stuns nearby minions when triggered.
- Fire Sale: Reduces the cost of fire traps by 15%.
- Insane Arcane Sale: Reduces the cost of arcane traps by 15%.
- Lightning Deals: Reduces the cost of lightning traps by 15%.
- Smashing Deals: Reduces the cost of physical traps by 15%.
- Bear Hugs: Hero deals 8% bonus damage to nearby minions.
- Killer Buzz: Every time a hero kills a minion, the hero gains an 8% damage boost for 3 seconds. Buff does not stack.
- Paging Dr. Love: Increases your hero's healing power by 12%.
- Extra Padding: Dealing damage to any enemy provides your hero with a 12% damage reduction boost for 3 seconds.
- Attention Deficit: Reduces incoming CC effects by 40%.
- Respect My Authority: Increases your hero's CC power by 15%.
- Rift Away: Grants 30% bonus damage against unstable rifts.
- Rift Gift: Killing an unstable rift fully restores your hero's health and mana.
- Rift Rocket: Killing an unstable rift gives your hero a 50% speed boost.
- Over Protective: Traps near your hero take 25% less damage.
- Never Pays Retail: Never Pays Retail: Reduces hero respawn buy back costs by 25%.
- Moneybags: Gain 250 coin at the start of every wave
- Overachiever: Start the game with 500 XP
- Fire Fiends: These wily elemental demons come in light, medium, heavy, warlock, and fast variants and are resistant to fire but susceptible to ice damage.
- Stilt Orcs: A new orc unit that avoids damage-dealing
floor traps. Physics traps and movement speed debuffs still affect them.
- Mr. Moneybags: This new boss scores no rift points but drops 5,000 coin if killed.
- Commander Tower: A new boss with a wide directional shield that blocks all attacks.
New Trap Parts:
- Subsidized Parts: Reduces the build cost of traps by 10% and provides 500 coin at the start of each match.
- Rental Parts: Reduces build cost by 50%, but the trap auto-sells after 60 seconds.
- Vanity Plating: Increases build cost, but trap generates XP trickle for your hero.
- Self-Improving Coil: Reduces trap cooldown each wave by 3%, up to a max of 30%.
- Discount Coil: Increases the cooldown of the trap by 10%, but reduces its cost by 25%.
- Reflective Armor: 50% of damage done to this trap is reflected in an area.
- Bounty Generator: Minions moving through this trap have their coin reward increased by 1% permanently.
- Combo Generator: Minions moving through this trap generate +2 combo points while on the field.
- Kinetic Reclaimer: Grants a 10% chance for this trap to instantly reset when any minion is thrown into it, regardless of cooldown.
- Crowd Control Trigger: Trap is only triggered if 3 or more minions are within its area at the same time.
- Ambush Trigger: Trap is only triggered by minions with more than 75% health.
- Execution Trigger: Trap is only triggered by minions with less than 25% health.
- Debilitation Resonator: Minions damaged by this trap have their physical armor reduced by 50 for 2 seconds.
- Kinetic Resonator: Minions damaged by this trap are slowed by 10% for 2 seconds.
- Players can now invite others to their guild from chat.
- Players can now invite others to their party from the friends list.
- Cards are now automatically added to your deck until it is full. At this point, the deck editor will become unlocked, allowing you to customize deck contents.
- Damage/Coin Flyoffs have been redesigned.
- Barricades are now shown on the minimap.
- Controllers can now be bound in the keybinding menu.
- Keyboards, mice, and controllers now support binding any combination of keys or buttons to a command.
- The video menu now contains an option, “Change Monitor” that allows players with multiple monitors to set which monitor the game will display on when the game starts.
- All players now own Maximilian, Gabriella, and Blackpaw. There is no longer a free hero rotation, but additional heroes can be purchased from the store with either gold or skulls.
- All materials except skulls and gold have been removed.
- Players now tier-up traps by collecting duplicates of that trap. When the player has collected enough duplicates, they can spend skulls to upgrade the trap to the next tier.
- We have now created four new tiers of gameplay (Apprentice, War Mage, Master, and Rift Lord). There are multiple battlegrounds within each tier and each battleground is of similar difficulty.
- Players can unlock harder difficulties by reaching the required account level associated with each difficulty.
- Each difficulty has a unique chest associated with it. For example, War Mage difficulty drops War Mage chests. Higher difficulty chests drop more cards and more card types.
- Players now earn chests in five ways:
- By obtaining 3 stars in a battleground or weekly challenge for the first time.
- By obtaining 5 stars in a battleground or weekly challenge for the first time.
- By beating a battleground or weekly challenge for the first time with each hero.
- By completing quests.
- Through daily log-in rewards.
- By buying chests in the store.
- Vanity chests are now sold in the store. Vanity chests contain a skin or dye. The contents of each vanity chest are new visible in the store. Keep an eye on the store as we add new chests from time to time.
- Account levels and trap tiers provide smaller bonuses, but scale better with play.
- Downscaling has been removed.
Developer Comment: Because the difference between a level 1 and 100 player is less significant, we no longer need downscaling. We made this change so that players could play a wider range of content at any one time.
- Unstable rifts added. At Master level difficulty and above, players will occasionally encounter unstable rifts. These are small rifts that appear at different locations and at unexpected times. These unstable rifts spawn a small wave of minions or even a boss. Players are warned when an unstable rift appears, giving players a short time to attack and destroy it before it spawns additional enemies. If a team or player fails to destroy the unstable rift while it is spawning, it will open and allow an additional enemy army to enter the battleground and attack.
- Enemy heroes now deal less damage.
- Rift lightning has been removed.
- Traps no longer have a build time.
- Traps can now only be sold during go breaks and between waves.
- Traps now always resell for full value.
- Guardians have significantly more health in later levels.
- The camera has been zoomed in significantly to put players closer to the action and their traps.
- Respawn times have been reduced significantly.
- Buyback costs for instant respawn have been increased significantly.
Developer Comments: Buybacks were pretty cheap relative to the amount of time it saved players. On the flip side, being dead for extremely long periods of time wasn’t very fun. We have compressed death times and the amount of time saved from buying back to create more interesting and less frustrating decisions.
- Minions can now deal “collateral damage” to barricades like they did in OMD2. Don’t fight with your heroes too close to barricades.
- Barricade rubble time reduced to 10 seconds from 30.
- Barricades now show up on the minimap.
- Kamikaze Kobolds now damage nearby minions when killed.
- Battlegrounds no longer randomize minion portals.
- Many minions now have visual and auditory effects that better indicate their presence. For example, Kamikaze Kobolds now glow brightly and have associated sound effects.
Developer Comments: While poking holes in barricades adds needed gameplay tension, we weren’t happy with how unpredictable it was. We have added more ways for players to defend against barricade destruction while also reducing burst damage to barricades. To compensate, we added more sustained forms of barricade damage like “collateral damage.”
- When players unlock a new difficulty, they now also unlock a corresponding Endless level.
- Playing no longer requires keystones.
- Matches are now balanced around 3 players.
- Minions now gain health and damage every wave rather than every couple of waves. This minimizes the feeling of large spontaneous jumps in difficulty. Furthermore, the previous system's scaling kicked in after 20 waves, so the game was super easy for 20 waves before becoming challenging. Now content scales more gradually.
- Many heroes can now move and attack more freely.
- The jump penalty has been removed.
- Hit bloom has been reduced universally.
- All ranged heroes now have significantly less health. Players should be more careful when fighting enemies at close range while playing a ranged hero.
- In general, heroes have shifted towards single target damage and away from area damage.
- Heroes no longer have health regeneration. However, far more healing potions will now drop.
- In Your Faces now deals tremendous initial target damage, but less area damage.
- Attack rate doubled, damage halved.
- Absolutely Stunning Bolt stun time increased to 2 seconds from 1.25.
- Kinetic Pulse now knocks down minions.
- Passive changed so that Gabriella regains mana when she is damaged.
- Primary attack damage greatly increased.
- Cooldowns reduced significantly.
- Summoned gnolls now deal far more damage and have far more health.
- All of his attacks now hit in an area.
- Cooldowns lowered dramatically.
- Penetrating Arrow now knocks down enemies.
- Health increased dramatically.
- Now aggros far more enemies.
- Hogarth has a new passive called ANGRY! When Hogarth takes damage, his attacks deal 1% more damage. This effect stacks up to 50 times.
- Coin bag drop rate increased significantly.
- Feign death removed.
- Pylon's abilities can now be activated with a limited duration.
- Mana shield removed. Health increased.
- Old debuff removed.
- Mini-Rift no longer has rift lightning by default. Mini-rift is no longer destroyed when it touches an enemy minion.
- Rift Lord passive now provides 100% increased damage near a rift, up from 15%.
- His attack totem is now much more powerful, but is now destroyed after being attacked 3x.
- His speed totem can now be attacked and stuns nearby minions when hit. It is destroyed after 3 hits.
- New Passive: Stinkeye spawns a totem at his location that attacks the nearest totem when another totem is destroyed.
- Sing-an-March removed.
- Health and damage increased significantly.
- Movement speed decreased.
- Movement speed increased.
- Stealth can now be used in combat and dramatically increases movement speed.
- Snare replaced with dash, damaging all enemies in her path.
- New Passive: When Midnight uses an ability from stealth, she stuns enemies hit.
- Damage increased significantly. Health lowered significantly.
- Haunting Spirits now affects enemy minions and continuously spawns spirits for several seconds.
- Oziel can now move in any direction at full speed, even while firing!
- Maiming Blow is now a line damage attack, rather than single target.
- Stunning Execution can now be used on enemies.
- Bloodbath stack limit has been increased dramatically.
- Feebee’s Wrath cooldown has been reduced to 90 seconds from 180.
- Charge-based traps, such as Cursed Ground, Ice Vent, Brimstone, Fire Cracker, and Grinder now regenerate charges more quickly.
- Unique traps are no longer exclusive to a hero but now have “association bonuses” instead. For example, the Arcane Bowling Ball now deals 25% more damage when used by Stinkeye.
- Players may now purchase consumables with skulls.
- Effects granted by consumables now last longer.
- Consumables now have secondary effects, meaning potions now have two beneficial effects. These secondary effects last until the hero dies.
- Cooldowns reduced significantly.
- Now costs mana once again.
- Affects have been increased.
- Players may now purchase consumables with skulls.
- Effects granted by consumables now last longer.
- Kobolds now ignore guardians again.
- Hunters now have significantly more health and damage.
- Archers now deal significantly more damage, but their projectiles are more visible and slower.
- Ogres will now charge the player but no longer stun. Instead, they slow heroes by 80%.
- Many bosses will now aggro players again.
Developer Comments: We have made these changes to create more moment-to-moment gameplay. That being said, we do not want the game harder. These changes work in tandem with waves being easier, making gameplay more fun.
You could say that, sure, but you'd be wrong. Siege is getting pulled out, and we've done a TON of work on Survival, Endless, and Weekly Challenges, along with building out a brand new prologue. The prologue plays like an OMD campaign, but it's smaller, and it's not narratively moving the story of the OMD universe forward in quite the same way that the previous games were. It's much more like Cygnus getting Max back on his War Mage feet.
There's nothing that's been carelessly smashed together here. We're building out a much bigger game now with a lot of potential for growth, including into competitive areas. We loved Siege, too, but we've explained all of this before. Many times. There may yet be a competitive future for OMD, but if there is, it won't be in the form of Siege Mode. But there's still PLENTY of new life left in OMDU.Post edited by Harmonia on3