Fixed a bug that made it always show the information of the 1st slot of a chest
Fixed a bug that caused incorrect distribution of mine minerals
Fixed an issue related to changing items slots on chests
Fixed a bug related to dialog with the blacksmith
Fixed various issues related to dialogs
Fixed a bug that caused some NPC's portraits to be shown incorrect
Fixed a bug that prevented the player from collecting improved items from the blacksmith
Fixed a bug of the Tavern Upgrades menu
Be Hero - Hotfix #1
Be Hero - Version 0.95a Hotfix
Fixes:
Fixed various bugs related to the use of chests
Fixed an issue that makes clones of the Backyard chest
Fixed Nina's house colliders
Visual fixes do Nina's house
Fixed the colliders of some fences in the Farms area
Fixed the dialog for interacting with the Oldman's bedroom door
Fixes to a area changer trigger
Fixed a dialog with Bock (english version)
Fixed an issue that prevented the player avatar from being displayed properly on the Quest menu
Fixed an issued related to a tavern door
Be Hero - Update 0.95
Hello everyone!
It is with great joy that we are presenting and releasing version 0.95 of Be Hero for "pre-testing" for those who are eager to check out what's new and give us some help in finding/fixing bugs and other problems.
We chose to release this update first in a separate branch (with separate saves) because the update brings big changes to the game and we need to make sure they are stable, so we're able to release it to everyone with security and quality.
So, what's new in this version?
Be Hero - Update 0.95 - Beta Test Version
What's new?
Added 4 new building to the city: Town Hall, Wizard Tower, Church, Bag Store
Added a new instance: The Swamps
Added 3 new areas
Added 5 new base-maps for the mines
Added new floors to the mines (up to lvl 15 now)
Added new minerals: Marble and Gold
Added golden tools
Added new quests
Added new NPCs
Added a new game mechanic: Elevators
Added new enemies
Added farm animals mechanics
Added the Chicken Coop and chicken aquisition (after a quest)
Added the Cow Barn and cows aquisition (after a quest)
Added a few new direction signs
Added a first time menu, so the new player can choose the right type of buttons
Added shadows for many scenario elements
Added hundreds of dialog lines
New player skill tree (better suited to the game progression and players feedback)
The days of the week now give some bonus to the player (e.g. more experience)
Ajustments and changes:
Player starting level is now zero
Player level cap raised to 100
Tavern reputation level cap raised to 16
Visual improvements to some mine maps
Adjusted the shadow of some plants and objects
Adjusted the spawn probability of certain minerals
Reworked the distribution of minerals in the mines
Readjusted enemy distribution in mines
Several tweaks, modifications and improvements of game menus
Changes to the name of some game regions
Reduced the material cost of several village buildings
Experience required to level up the tavern has been drastically reduced
Audio improvements and replacements of some audio assets
The player inventory is now enlarged by buying backpacks in the clothing store
More than 100 lines of dialogue have been rewritten and improved
Some dialogues have been revised to bring more gender neutrality (Note: the full text has not been revised yet)
The tavern upgrades tree has been redone and rebalanced
Several changes in the city
The Rugaroos are now called Miniroos (we recently discovered that there was already a creature named Rugaroo)
The watering can now holds 20 units of water and is no longer affected by abilities
Tavern upgrades now only take 1 day to complete
Added record of the number of enemies defeated for quests where enemies need to be defeated
The map positioning has been temporarily disabled (only until the map image is updated)
Various improvements to procedural generation scripts
Bug Fixes:
Fixed a bug related to city repair building menu
Fixes to several mine basemaps
The icons for some items have been fixed
Various fixes to procedural mine generation scripts
Fixed a bug that caused commands to crash in some very rare situations
Fixed a bug that caused the game to crash when fainting when changing maps
Fixed a bug that made some forest maps always stay in daylight
Fixes in mine mineral distribution script
Fixed a bug related to saving forest shortcut signs
Fixed the colliders of various objects
Various other minor fixes
And much more...
How do I access this Test Branch?
1) Right-click on the Be Hero icon in your steam library; 2) Click on "Properties" 3) Open the "Betas" tab 4) Click on 'select the beta you want to participate in' and choose "testbranch" 5) Wait the game update and that's it! 6) Now just play and, if you can, send us feedback on the version. 6.1) If there is a bug that appears in red, save the screenshot and send it to us, it helps a lot to correct the bugs :)
ATTENTION!!! Save files from this version are incompatible with the current version and will be incompatible with the final version of the game. This is a testing branch and will therefore be deprecated after the final version is released.
Week Log #3
Hello there!
This past week we've been dedicated to refining the final details of the new skill tree and polishing some missing menus.
I know it seems like we've only been working on menus/interfaces lately, but just out of curiosity, more than 2500 lines of code were added/modified, more than 27 menus were redesigned and improved (plus a dozen submenus), among others stuff. In this way much ended up being "redone".
In addition, the skill tree has been reworked and rebalanced, bringing in a number of new, more useful skills (eg. reputation bonuses when serving a tavern customer), and removing others that were underused (eg. product-type specific recipes and shards bonuses).
We are particularly happy with the results. We hope you enjoy :)
Other than that, we continued working on various inner areas of city buildings and on the design of some quests. And as soon as we finish that part we can release the update.
By the way, I'll be attending to the Brasil Game Show from October 7th to 9th, so if you want to say hi, feel free. But, for that reason, I won't be able to post our Week Log this weekend, returning to post about it as soon as I return.
Thank you for all the support!
Tiago
Week Log #2
Hello people!
This was a very busy week with lots of programming hours, which unfortunately ends up not having much to show, but that makes all the difference in the gameplay.
In particular, menu and skill scripts have been redone and improved (last week we had done the graphical part), making the game a little lighter and the programming cleaner for porting to consoles.
In addition, I started building the internal areas of new city constructions (church, city hall, seed shop). As they're not ready yet I can't show you everything, but here's a little spoiler.
I hope it's getting nice.
See you next week!
Tiago
Weeklog #1
Hello everyone!
As promised, here's my weekly update on Be Hero's development.
Revamped and improved menus
One of the main focus of this week was the refinement of the interface (menus) so it matches the HUD, which we had already polished for version 0.7.
In general, the features remain the same, but we think that everything has become more harmonious and more aesthetically cohesive.
Tavern Upgrades Tree
During the time that Be Hero has been in early access, we have been listening to player feedback and analyzing responses from streamers who have played the game live. So, we noticed that there were some tavern improvements that were unnecessary and others that could be different.
Therefore, since I already had to work on this menu, I took the time to improve and rebalance the Tavern Upgrades Tree.
It might still change, but it's looking like this:
I hope you've liked it as much as I do.
Final Message
We’re working hard so the game is finished as soon as possible. But we don’t want to lose quality while doing that, so we know it may take a little more than some of you wished for. But I really believe it’ll be worth it.
Thanks for staying with us on this journey!
Tiago
Update 0.70
Hey there!
It's been quite a while since we've had an update and I want to apologize to everyone for the delay. Unfortunately, sometimes life doesn't go as we expect and I went through serious personal and health problems in the last few months, even staying away from the computer and internet for a while. But everything is getting better and I'm back to focusing 100% on Be Hero.
In this Update, we brought several improvements and polishements that would only be carried out at the end of development, focusing more on mechanics than the story itself, which will be the subject of one of the following updates.
I hope everyone has a lot of fun!
A big hug,
Tiago Jackson
===================================================== Be Hero - Update 0.70b Patch Notes =====================================================
- Tavern max level raised to 11 - Player max level raised to 50 - Added 5 new mines maps - Added 9 new forests maps - Added 8 new types of fish - Added a new NPC - Added new quests - Added new texts - Added a new special recipe - Added the fisherman store - Added new items and ingredients - Added new common recipes - Added new enemies - Added a visual count for forest maps - Added new player animations (sleep) - New interface (HUD) - Changed the price of ingots - Silver can now be found in the mines (rare) - Mines now go up to level 10 - Forests now go up to level 10 - The time now stops when entering the bedroom - The amount of days required for some updates was revised - The player now can only stays up to 1h00 a.m. - Reduced the chance of tavern patrons showing up when on low attractivity - The tavern patrons ordering system was entirely revamped - New graphical models for tavern patrons - The procedural generation of forests was redone and improved - Minor improvements on the procedural generation of the mines - The chance of finding some fish was revised - Improvements on the text - A quest line was redone and revised (Betty's) - Patrons now keep showing the order after the first interaction - Reduced the life of the rock that blocks the mine - The mine rock sorting was improved and revised - Fixed a bug that prevented patrons from showing up on the first day after loading the game - Various fixes on maps/scenarios - Fixes on the shadow of some assets - Fixed a bug that allowed the player to purchase a tavern upgrade that was already done - Fixed a issue that prevented the tavern patrons to return to the right direction - Fixed a formatting issue with the recipes menu - Fixed a bug that allowed the player to expend energy trying to cut an already cutted tree - Fixed two village direction signs - Fixed an error that prevented player from entering the Alchemist Shop - Corrections on the text - Other fixes and improvements
VERSION 0.70b SPECIFIC FIXES - Fixed a bug related to showing the player and tavern wrong - Fixed a bug that allowed the tavern attractivity to be calculated wrong - Fixed the position of some HUD elements in 1080p - Fixed a bug that prevent players from showing up on the first day after loading the game - Fixed a bug that prevent the time to stop using the sleeping menu - Fixed various issues related to camera (forests) - Fixed a bug related to finding stairs on the mines - Fixed some game freezing bugs related to fishings - Fixed a bug that alowed using the fisherman store without expending shards - Fixed the Roasted Fish icon - Fixed a bug that make the game crash while entering the Alchemist Shop - Fixed some bugs related to tavern patrons animation - Fixed a bug related to mines' rocks layers - Fixed the bug of the chest on the 10th floor of the mines
KNOWN ISSUES - We've found some random buttom freezing on some specific computer setups. I wasn't been able to fix it yet, but I'm already working on this and this is my priority for the next update. - The Fisherman Store drops the items on the ground instead of adding them directly to the player's inventory (when there's an empty slot). I'm aware and working on it.
Development Update #3
Hello everyone! How are you?
It's been a while since our last announcement and I wanted to apologize to you guys for the delay in reporting on the state of development of Be Hero. Unfortunately, sometimes things don't go as expected and problems happen, making things go out of our control.
In these last months I had several (personal) and unforeseen problems that made me lose a few weeks of work, as well as I had to readjust my entire daily routine due to having a baby girl in the midst of the pandemics.
But that doesn't mean that game development has stopped. I'm actually working 7 days a week to streamline the update as much as I can. And this update is quite big (technically speaking) and has a wide range of improvements, quality of life and content.
But then? What is already done?
MAPS
The procedural generation of the mines was improved
The procedural generation script of the forests was totally redone, improved and it was expanded
It was added 5 new procedural-based maps (mines)
It was added 7 new procedural-based maps (forests)
It was added 2 new maps to the forests ("stops")
It was added 1 new maps to the mines ("stops")
All previous forest maps were redone/readjusted
Corrections were made to some maps
CLIENTS/TAVERN PATRONS
New client skins were added and all of the previous were redone
The Client Orders system was redesigned and redone
The Client Orders were rebalanced, following the level of the tavern
Now an informational balloon appears over the customer's head after the order has been identified.
A new ordering interface has been implemented, which shows what reward the player will receive for fulfilling that order.
New clients were added
INTERFACE
A new interface (HUD) was implemented, much more beautiful and functional (this is something we would do at the end of development, but we decided to go ahead and ajust it now)
Two new menus have been added
GENERAL
Some new enemies have been implemented
Text corrections
Correction of some bugs
Polishing of some features (which we advanced for this version)
Other additions, fixes and improvements
If you've got all this ready, why not release the update the way it is? What is missing?
Although we have already implemented most of the content planned for this update, unfortunately we cannot release the update yet, as working with the new interface and client/map systems affects several other parts of the game, which we need to finish tweaking and checking.
We also want to finish writing and implementing new quests, putting some new NPCs/enemies and items into the game, as well as fixing some bugs reported by the community. So that everything is fun and with the expected quality.
Then? When is update 0.70 coming out?
We still don't have a defined deadline, for the reasons I mentioned above, but I believe that within 3-4 weeks.
Despite the adversities, I hope you continue to support us on this journey to have an more complete, fun and polished Be Hero.
Thank you very much for your understanding and patience. And rest assured that we are truly doing our best.
Stay well and see you soon!
Tiago Jackson Mirabolis Studios
DEVLOG #2
Hello everyone!
I hope you are enjoying playing Be Hero as much as we are happy to work on it.
We've been working steadily on version 0.70, but we still can't estimate the exact time to release this new version, as it has a big list of improvements and new features. However, we can say that the development is going well and it's not long before this content update is finished.
So, to share a little about what's coming in the next update:
We've been working on improvements in tavern and customer mechanics, with a new menu with more information, more balanced (and progressive) client requests, new customers skins, among other new features and improvements:
We've redesigned the procedural system of the forest maps and now the player can go further into the forests an added "safe havens":
We are working on new enemies for the forest and mine instances (examples):
Other than that, yet:
We've added new floors to mines, which now allow the player to go deeper;
We are adding several new maps to forests and mines;
We wrote and we're implementing new quests and texts;
Added new improvements to the tavern;
Among a dozen other features, fixes and improvements.
We hope you understand why we haven't released the next content update yet, but we believe it will be worth it.
We take this opportunity to invite everyone to join us at Discord, where we can exchange various ideas, feedbacks and solve any kind of problems you have in a more agile way.
See you soon!
Mirabolis Studios
Be Hero - Content Update 0.65
Hello there!
We are very pleased to release our first content update.
In this update we try to focus more on gameplay, following the community feedback and what we saw when watching the players on live streams.
Therefore, we added dozens of new items and recipes, workstations, some buildings in the city and, perhaps the most important of this version, the work shed.
We also changed the Backyard's layout a little, allowing some features that were not yet confirmed for the game.
We hope everyone has a lot of fun!
And if you have any problems or want to give us feedback, here's our Discord.
Mirabolis Studios
Be Hero - Content Update 0.65
- Added a chest to the kitchen (requires fabrication) - Added a new shed to the Backyard - Added 16 new slots for workstations (in the Backyard Shed) - Added 7 new workstations (to install) - Added 51 new items (to buy and/or craft) - Added 29 recipes (to buy and learn) - Added 2 new buildings (Alchemist, Recipe Shop) - Added the internal area of the Alchemy Store - Added 2 new NPCs - Added potions to the game - Added new text - Added new interactions - Added new easter eggs - The Backyard Shed is now accessible (after a certain quest) - Player level cap increased to 50 - Enabled 4 repairable buildings to the village (Alchemist, Recipe Store, Blacksmith, Bridge) - Changed the material cost to improve tools in the Blacksmith - Changes on the Backyard - Changes in two Tavern Upgrades - Visual changes to crafting boxes (interface) - Adjustments of the Store Menu - Several code improvements - The game now saves loose items - Fixed an error related to interactions (should fix some rare bugs related to buttons lockup) - Fixed a bug that prevented the player from buying upgrades while having the exact amount of Shards - Fixed a bug that was creating objects that prevented the player from passing in the mines - Various visual corrections - Text and typos corrections - Other minor adjustments and fixes