I have just uploaded a another hotfix version, which fixes an additional crash and adds an important feature to the send dialog.
Fixed another crash in the send dialog, as there was a bug in counting squad types with certain click combinations and setting orders in between.
Added the feature that multiple formations on a foreign base can now be split/send to a another base.
Thanks for playing! :)
Hotfix for Demo Update 3
Hey,
I had a few new crashes reported to my trello. Sorry for the inconvenience. The update should fix most of the new issue. I will have a close eye on new problems and fix them right aways.
Fixed a crash for mortar cannons trying to attack an enemy when there were 0 enemies lin the attacklist.
Fixed a rare crash in send squads UI due to a timing issue.
Fixed a rare crash when showing health bars, due to a timing issue.
Fixed type names for buildslots
Build slots construction now also depends on magic school levels.
Thanks for your patience.
Demo Update 3 - Live now!
Hey all, I am back with decent news on Heart Of Muriet.
I have been mainly focussing on the map editor to create maps faster. It took a while, but I am pleased with the outcome, as I can build now levels blazing fast. Especially brushes, base layouts, and the undo/redo feature is helping a bunch.
As the map editor might not interest all of you, I have also worked on the game and the tutorial to proof that I have not been slacking :P. Solo developing a game can take a while I guess.
Thanks again to all the people reporting bugs via ingame bug tool, forums and discord. Especially shout out to @Kenovis, who has single handedly found more than 30 issues and gave extremly helpful feedback on discord.
If you always want to stay up to date, please consider joining discord. I post daily development news there.
Here are the changes to the demo which just went live.
Features
Architects can construct additional building plots on bases.
Base UI showing now space available for build plots.
Added build plot construction to message UI.
Currently plots are automatically placed at the base. If the algorithm doesn't find a place, it cancels it and refunds resources.
Farm supply stacks on mill and well support, but only to certain limits.
Added an auto-guarding option that selects the strongest squads on the base.
Squad selection: besides auto-guarding, you can also select a specific squad to guard a position instead of a squad type.
Permanent base bonus is now shown in overhead UI, including tooltips.
Added a shortcut data system with configurable keys. The system is already being used in the game and the Map Editor but does not offer configuration yet.
Added save/load shortcuts to game (Save - F5/Ctrl-S, Load - F9/Ctrl-L).
Camera tilt got added to the game.
Balancing
The Battle of Mount Dinheim -> the outward bases of Vinedur and Magboldir got an additional tower (almost destroyed).
The Battle of Mount Dinheim -> Number of build slots adjusted. Map should be easier overall, especially the optional quests.
The Jivalon Incident -> Map should now be a bit easier as the player has a more starting resources and a few more town slots.
The Jivalon Incident -> Neutral AI enemy on East Jivalon got one squad of knights removed from its defence force.
Seneer Encounter -> Adjusted some build slot positions and added additional town slots for the starting player base.
Seneer Encounter -> removed old quest to trigger a mining bonus as it doesn't exist anymore. I added a quest to research Knight Shield Bash instead.
Improvements
Build slots are now coloured with player colours.
Improved icon buttons and decals for build plots.
Added build plot tooltips and added more info to build plot data.
Mountain bases are working for all biomes.
Added better-looking selection decals.
Improved look of overhead UI for preview buildings.
Removed smoke stacks from preview buildings shown on the build slot before building it.
Added some additional colours to graphics data for build slots and selections.
Send UI added an amount display for the number of squads, so the player doesn't have to count when sending large formations.
improved the overall look and responsiveness of the send squads UI
Removed the "Base trigger bonus feature" from the game as it didn't fit the current design anymore.
Improved the layout of the Base UI.
Reduced the fading times for some menus.
Disabled WASD camera movement when holding ctrl/shift/alt keys.
Alchemist UI has working text tooltips now.
Improved "mana to gold" and "gold to mana" conversion icons.
Game Pause UI now shows Load/Save shortcuts on buttons.
Hidden quests, which are solved (by the Player or AI), are now also shown to the player.
Improved how worker sliders work.
Once the worker assignment of a building is changed by the player, it will stay at this value, even though the sliders on the base UI changed. If the amount of workers on the base is less than the amount on the slider, it will be adjusted.
Tutorial Improvements
Activated save/load option again.
Fixed some UI/object highlights that didn't get removed when the user finished the task.
Fixed a few spelling issues.
Mouse hovers for bases disabled as long as selection is disabled.
Added a new tutorial step for building storage.
Added a new tutorial step for building a blacksmith and researching armour.
Added a new tutorial step for wizard incarnation.
Improved descriptions and fixed several spelling issues.
Introduces mouse camera tilting.
Highlighting the formation UI correctly.
Bases are now smaller, which should prevent the Arcane Missile from firing when you move the tent to the edge in Wild Keep.
Removed introduction to base bonus.
When attacking the first base, not recognizing actions when they happened before the Tutorial UI would tell the player about it.
The tutorial UI would sometimes show above the pause UI.
Bugs
Fixed: a crash bug in coroutines -> the index of the coroutines would overflow the actual size of the arrays.
Fixed game-breaking bug with loading/saving the tutorial.
Fixed: saved settings were sometimes not applied correctly at the game startup.
Fixed: a issue in the tutorial -> the quest UI would sometimes show up even though it shouldn't.
Fixed: the number of workers assigned to an object did not match the number of workers assigned when loading a game.
Fixed: incarnated wizards (including AI wizards) would not teleport back to their original tower when the base they incarnated to got lost.
Fixed: workers could get stuck when an enemy attacked a base, and they got orders to work/repair.
Fixed: loading a saved game -> damaged buildings would only start to burn when they got repaired again.
Fixed a crash in the AI when sending workers to bases which could only be reached by flying units when there is no teleporter.
Fixed a issue when loading a game. Often workers would be assigned to their job object multiple times. It could lead to buildings getting repaired, even though they got abandoned by the workers.
Fixed a issue with the building interface and other UIs sometimes rendering behind the fog of war.
Fixed: removed a dead one-pixel selection in the mini-map.
Fixed: bases did not update to the correct radar radius.
Fixed decal size issues with the selection view,influence radius for mill/well and all defence buildings
Fixed: mortar towers now also shows their attack radius.
Fixed: building sound clicks would also play on unselect.
Fixed: selection view not deselecting objects in certain situations
Fixed some formatting issues with building the tooltip.
Fixed building tooltips showing disabled upgrades and recruiting options.
Fixed: tooltip trigger showing tooltips sometimes at the wrong place.
Fixed: Mortar Tower would attack its own units in some circumstances.
Fixed a crash bug in mortar cannons when no targets got found during an attack.
Fixed: ranged and melee attack behaviours -> units pathfinding did reactivate even though they were killed/deactivated.
Fixed: market supply upgrade had wrong data settings.
Fixed: build UI would add buttons for disabled features.
Fixed: supply for farms was not shown correctly or calculated wrong sometimes when supported by wells or mills.
Fixed: a bug in Wizard UI showing the "Goto wizard"-button, even when the spell was still locked.
Fixed: some resource data was referencing old/missing icons.
Fixed: Quest Details UI used old or missing icons.
Fixed: Quest Details UI wouldn't show the current status of quests and their progress correctly.
Fixed: Quest Details UI is now modal and does stop and continue the game when opened/closed.
Fixed: removed slight transparency from Quest Details UI to make it more readable.
Fixed: the building would sometimes not have the correct colour when getting out of the fog of war.
Fixed: progress bars would not update or animate when the time scale was 0.
Fixed: some coroutines wouldn't get cancelled when they were running on a game object which would get invalidated and lead to a crash.
Fixed a bug in pushback behaviour when placing the unit back onto the navigation mesh.
Added baking the air navigation mesh to the asynchronous baking.
Fixed a crash bug in the reserve manager when new guard positions got updated.
Fixed all available maps in the demo to meet the new requirements for build-slot sizes and the corresponding space on each base.
Fixed projectile spell poison level 2 that had a wrong offset in its root.
Fixed a crash bug when revealing and hiding a wizard tower in the fog of war copy, as it had a dead chunk view object which couldn't be referenced correctly.
Switching off antialiasing causes overflooding (somehow breaks the water shader). For the time being, it will be set to FastApproximateAntialiasing, until I get more info on that issue.
That's it about the game. Now onto the map editor changes:
Map Editor
Features
Undo/redo for placing/moving and removing terrain, props, build slot, bases, squads, resources etc.
Save and load baselyouts.
Save and load props brushes.
Draw, cut, copy brushes.
Scalable deletion brush.
Introduced layers for decals and props to work the brushes.
Added a special tile placer where you can set, move and remove tiles like volcanos, snowy mountains, walkable ramps and much more.
Added the Map Checker UI that gives hints why a map is not working and what could be improved.
Added a control panel to the editor (open via Escape or Ctrl-P).
Added startup UI to load recently edited levels.
Added create UI to specify name, directory, map sizes and biome. [
Most placers now have a filter option for different biomes.
Removed the side menu, as all the options can now be executed via shortcuts or accessing the control panel.
Improvements
Bases are not bound onto the terrain grid anymore. A status shows information. When moving resources/builds lots -> props are removed at the newly placed resource/build slot position.
Overall layout and behaviour of player editor improved.
Decals presented in a better way in the selector.
Desert and ice tiles sets now work with new tile set placer.
Improved look of the quest trigger icon.
When switching edit modes, the last brush is now correctly recovered for all selectors/placers.
Escape key now resets any current brushes or shows the control panel.
Showing a status text when the navigation mesh is baking, as this can take quite a while on bigger maps.
Showing a status text when the map got saved.
Some button types now show their corresponding shortcut.
Settings menu accessible via the control panel without leaving the editor.
Loading screen for the map editor has a different background now.
Quest buttons have been moved to the editor selection mode panel.
Bugs
Fixed: some issues with the base placer when removing buildings.
Fixed: some issues in the map editor state machine.
Fixed: input manager would not activate editor input correctly after loading a map.
Fixed: adding/removing squads in node details now finally works as it should be.
Fixed a severe bug in the base placer when units get removed.
Fixed a severe bug in props placer: some events did not get deleted on destroy.
Fixed another possible crash when loading recent maps due to file path shenanigans.
Fixed several issues not showing the collider border for resources when they had buildings.
Improved the overall usability of showing, moving and placing objects.
Fixed several issues with colouring build slots to player colours.
Fixed: switching between resource and build slot mode would not work correctly sometimes.
Fixed: switching between edit modes keeping the correct last selected brush, especially between props and decals.
Decals should now always have the correct materials set in the decals selector.
Fixed: sometimes not showing build slot and resource boundaries.
Fixed: squad guard locations got abandoned when a base got assigned to another player.
Fixed: the path of a testing map was invalid when restarting that map while playing.
Fixed: update node radius correctly when loading layout.
Fixed: a bug when changing the base size -> tents would change their position even though it wouldn't be necessary.
Fixed: TriggerEditor files didn't get deleted via the remove button, which could lead to crashes and other strange behaviour.
Fixed: player editor showing up again after hiding it when an object got placed on a map due to a layout update.
Fixed several issues when changing the player flag/colour.
I have mainly been working on the map editor in the last few weeks. The idea is that I can create a mission in as short a time as possible and that dedicated players who want to build their levels can do so quickly.
Creating Brushes
Most of the current work is placing props (trees, stones and other objects) with which the player often only indirectly acts but improves the level visually. To make this easier, I have implemented "brushes", as you know them from drawing programmes. "Brushes can be created using copy & paste and a layer system that differentiates between decals and props.
Once a brush is created, it can be saved and reused any time. Since this is a simple JSON file, it can be shared between players. Brushes and missions can be made available to everyone via the Steam workshop in the EA version.
Using Brushes
When a brush is selected for drawing, it can be scaled, rotated and randomised. Randomisation means that the rotation and scaling of the individual objects inside it are changed to prevent a pattern structure.
Brushes can consist of "decals" and "props" or only "decals" or only "props". When it is positioned, objects that collide with others on the map (red mark) are not placed. Decals currently have no collision and can always be placed on top of each other. Among other things, this means that larger brushes, that are used frequently, don't necessarily create unwanted visual pattern.
Clear Brush
The "Delete Brush", which can be resized, removes decals or props or both, depending on which layer is selected.
Brushes can also be removed or renamed in the Brush Editor. A preview of each Brush is still missing to make it easier to recognize them. Here is a video that shows Brushes with all features in detail:
Base Influence Radius
Another feature that has made it into the reworked editor is the ability to changing influence radii for bases, which is briefly shown here. This opens up a whole variety of new game mechanics which I am currently exploring, e.g. increasing the base radius depending on your Wizard Tower upgrades etc.
Experimental Base Borders
This is an experimental feature I'm still working on. Since the circle base border looks boring, I'm testing a territory grid that uses a Voronoi algorithm to create interesting influence borders. This would open up some cool mechanics for bases as well. I am still in the design process, so I can't make any promises yet.
Next Steps
Players who have used the editor before have probably noticed while testing a level. The game often jumps right back into the editor, and the reason for this is currently not displayed.
Most of the time quests are missing, bases aren't assigned to the players, or players have no troops or resources available.
The problem with quests is solved by automatically creating a standard one when saving the level. For the other problems, a "level check" feature is still being worked on that directly shows the creator which problem is still present.
Currently, bases need to be created individually, which can be quite a long process, so the next step is to be able to save and load base layouts.
Another important feature I am still working on is the undo/redo feature. I don't think it needs an explanation on how important that is. There will be additional changes like hotkeys and help tooltips to make creating levels more comfortable.
Map Editor Contest
As soon as the editor has all the features described, we will announce a contest where you can win a game key of "Heart of Muriet" among other things.
Thanks again for the bug reporting and feedback on discord, the forums or via our bug reporting tool.
This time, we have a few new features, a bunch of improvements and a ton of bugfixes in store.
Features:
The Ballista Tower
Ballista towers are very well fortified and have a long range when supported by a Guard Tower. Their arrows are particularly effective against siege weapons. The towers can be upgraded with an additional fortifcation, an improved loading speed and a even longer range.
The Mortar Tower
Mortar towers have only moderate protection, but their cannonballs can do great damage among enemies. The towers can be improved with additional fortification, improved cannon loading speed and an increased range.
Improvements:
Removed some research options from campaign maps which shouldn't have been available.
Poison missile cooldowns increased.
Major improvement on how town slots are now utilized by the AI.
Reworked base data collector to cache town and resource groups for the AI.
Small improvements for AI base raiding.
New balancing for "Battle of Mount Dinheim" and additional AI changes. The mission is more intense to play now, even though it's harder to achieve all optional quests.
The Jivalon Incident -> Enemy needs to be wiped from the map now, instead of just conquering North Jivalon.
Formation squads are now added to a base as soon as they are in their view radius. -> This improves their behaviour on attacks/raids.
Incarnation spell is now available, without research in all campaign maps.
Unit pushback is stronger for most projectiles and also does look better.
Changed attack position around objects -> unit size is now smaller, so more units fit around a building.
The research tree doesn't show unfinished game features anymore.
Added a better and more flexible system for building construction of workers that is utilized by the new defence towers.
Building in the fog of war can now handle the new building construction system.
Rebalanced arcane, fire and projectile missile.
Win condition only triggers when all needed dialogues have triggered.
Changed research description for armour in air academy and barracks.
Removed random scale for farm buildings.
Added some new functions to the building view for generating better fire positions
Bugs:
Fixed: a whole bunch of rare crashes.
Fixed: TextAsParticleEmitter would sometimes not have a mesh available to spawn a particle system, which could lead to a crash.
Fixed: incarnation spells cooldown and resource costs did not work correctly.
Fixed: a severe bug for units with range attack. An attack bonus against units was stacking with each ranged attack.
Fixed: fleeing formations on their way back to a home base, which they lost, would sometimes not fight.
Fixed: when loading a game and an AI wizard was incarnated it would sometimes not show the wizard model.
Fixed: possible tutorial lock because of missing gold.
Fixed: a data bug in tower poison arrows which would trigger ice arrows instead.
Fixed: bug when opening the research tree in a certain building.
Fixed: issues with quest UI in the tutorial.
Fixed: AI caster could get stuck in incarnation or at a base without incarnation.
Fixed: poison missile had the wrong effects SFX set.
Fixed: a visual problem with buildings during construction when a game was loaded.
Fixed: some prefabs had missing scripts.
Fixed: AI wizard would ignore silence when casting spells that would range outside of the silenced base.
Fixed: Player wizard could cast spells inside a silenced circle.
Fixed: Error icons in the formation UI were broken on the incarnation button.
Fixed: Assigned the correct icons to several buffs and spells.
Fixed: several spelling issues in descriptions, tutorial and research etc.
Fixed: Map Editor -> fixed several crash bugs.
Fixed: Map Editor -> disabled all unfinished game features via a data flag to prevent crashes/undesired behaviour.
We are still investigating a bug that rarely happens to players unable to capture bases because they can't kill the worker tent. If this happened to you, please come to our discord and drop the save game in the #bugs channel.
Thanks for reading! :D
Demo Update - Version 0.730.rev30
Hey all,
here is another update for the demo. Thanks for all the bug reporting and awesome feedback on discord, the forums or via our bug reporting tool, This helps tremendously to make the game a better experience for all!
Crashes
Fixed a rare crash bug for the Ice Aura/FireCannons/PoisonSpikes/Arcane Missiles upgrade for the Wizard Tower.
Fixed a another rare crash bug in connection with decaying projectiles
Fixed a rare crash when opening the research tree.
Fixed a rare crash bug when loading a game while a repair was going on in tent/siege weapons.
Fixed a very rare crash issue on the main menu when the internal file browser wasn't initialized correctly.
Fixed a very rare crash bug while a formation was moving to a enemy base.
Fixed some additional rare crash bugs when saving/loading a game.
Bugs
Fixed a bug which prevented resource tooltip from showing up.
Fixed a bug were workers would not follow the base settings when buildings were in need of repairing and building.
Fixed an issue of the SpellProjector not fading in when the game was paused.
go through the loading screen.
Fixed a bug were many research options would not show a scroll view
Fixed a bug were enemy units still covered in fog of war would attack a base building, but the base army would not react.
Fixed some minor text issues.
Fixed a bug supply modifiers would immediately get applied instead when the building is ready.
Fixed a bug on buildings that wouldn't show the building animation sometimes.
Magic school banner is now in realtime and not in the center of the screen.
Fixed a bug when a building would be built and then hit, workers would not complete their building jobs correctly.
Fixed a bug that did not show the quests in the campaign when the tutorial was started before.
Fixed some issues how supply is added to farms that are close to mills/wells.
Fixed a bug where farms would not lose their supply bonus when a mill/well was destroyed and directly saved.
Fixed a bug where formations would sometimes not work correctly after loading a saved game.
Fixed several bugs in connection with save/load and wizard incarnation on formations/nodes.
Fixed a bug where magic school level up notification would sometimes not vanish.
Fixed a bug with an overlay issue on the dialogue window.
Fixed a bug in UI Panel Fader, which could lead to some UI panels not fading in /out correctly.
Fixed some wrong offsets of the ice sphere spell.
Fixed some icons in the Attack Strategy UI.
Fixed a few more issues with worker sliders on nodes.
Fixed a visual bug when loading the Mt. Dinheim map a grey line would appear, its gone now.
Fixed an bug with splitting up formations when a formation would have the Id 0.
Fixed an issue with the AI not using it's full spell repertoire when defending or attacking.
Improvements
Removed the arcane cannon from the neutral AI in The Jivalon Incident.
Rebalanced The Jivalon Incidence mission.
Rebalanced Seener Encounter mission.
Rebalanced Battle of Mount Dinheim mission.
Improved how AI is building economy buildings.
When a building isn't built completely, it will net a 100% resource refund when destroyed by purpose.
Improved the look and the wording of the destroy building dialog.
Added AI parameter to control base raiding better.
Map Editor: testing a map now does always set the normal difficulty instead of easy.
Added a Kickstarter button to main menu and pause menu and changed the layout of the buttons.
Removed resource harvest slider block when base is saturated.
Known Issues
Very rare crash when a formation doesn't find a free spot on the navigation mesh.
Map Editor showing features which should not be used yet. Using those will lead to crashes.
When loading a map while researching, the research bar is sometimes not visible anymore, but the research still behaves normally.
When loading a map sometimes resource spots are filled with less than 3 workers, even switching auto assignment won't solve the issue.
When there are more workers than mining spots -> workers often don't stick to their mining spot but instead rotate between tent and mining spots.
Kickstarter Demo Update - Version 0.730.rev27
Hey all,
here is another update for the demo. Thanks for all the reporting on discord on the forums or via our bug reporting tool, This helps tremendously to find all those bugs! :)
Crashes
Fixed a rare crash bug for the Ice Aura/FireCannons/PoisonSpikes/Arcane Missiles upgrade for the Wizard Tower.
Fixed a another rare crash bug in connection with decaying projectiles
Fixed a rare crash when opening the research tree.
Fixed a rare crash bug when loading a game while a repair was going on in tent/siege weapons.
Fixed a very rare crash issue on the main menu when the internal file browser wasn't initialized correctly.
Fixed a very rare crash bug while a formation was moving to a enemy base.
Fixed some additional rare crash bugs when saving/loading a game.
Bugs
Fixed a bug which prevented resource tooltip from showing up.
Fixed a bug were workers would not follow the base settings when buildings were in need of repairing and building.
Fixed an issue of the SpellProjector not fading in when the game was paused.
go through the loading screen.
Fixed a bug were many research options would not show a scroll view
Fixed a bug were enemy units still covered in fog of war would attack a base building, but the base army would not react.
Fixed some minor text issues.
Fixed a bug supply modifiers would immediately get applied instead when the building is ready.
Fixed a bug on buildings that wouldn't show the building animation sometimes.
Magic school banner is now in realtime and not in the center of the screen.
Fixed a bug when a building would be built and then hit, workers would not complete their building jobs correctly.
Fixed a bug that did not show the quests in the campaign when the tutorial was started before.
Fixed some issues how supply is added to farms that are close to mills/wells.
Fixed a bug where farms would not lose their supply bonus when a mill/well was destroyed and directly saved.
Fixed a bug where formations would sometimes not work correctly after loading a saved game.
Fixed several bugs in connection with save/load and wizard incarnation on formations/nodes.
Fixed a bug where magic school level up notification would sometimes not vanish.
Fixed a bug with an overlay issue on the dialogue window.
Fixed a bug in UI Panel Fader, which could lead to some UI panels not fading in /out correctly.
Fixed some wrong offsets of the ice sphere spell.
Fixed some icons in the Attack Strategy UI.
Fixed a few more issues with worker sliders on nodes.
Fixed a visual bug when loading the Mt. Dinheim map a grey line would.
Fixed an bug with splitting up formations when a formation would have the Id 0.
Improvements
Removed the arcane cannon from the neutral AI in The Jivalon Incident.
Rebalanced The Jivalon Incidence mission.
Rebalanced Seener Encounter mission.
Rebalanced Battle of Mount Dinheim mission.
Improved how AI is building economy buildings.
When a building isn't built completely, it will net a 100% resource refund when destroyed by purpose.
Improved the look and the wording of the destroy building dialog.
Added AI parameter to control base raiding better.
Map Editor: testing a map now does always set the normal difficulty instead of easy.
Added a Kickstarter button to main menu and pause menu and changed the layout of the buttons.
Removed resource harvest slider block when base is saturated.
Known Issues
Very rare crash when a formation doesn't find a free spot on the navigation mesh.
Map Editor showing features which should not be used yet. Using those will lead to crashes.
When loading a map while researching, the research bar is sometimes not visible anymore, but the research still behaves normally.
When loading a map sometimes resource spots are filled with less than 3 workers, even switching auto assignment won't solve the issue.
When there are more workers than mining spots -> workers often don't stick to their mining spot but instead rotate between tent and mining spots.
Hotfix Demo - Version 0.730rev16
First hotfix for the current demo version. Save/Load is a lot more stable now and the frequent crashes should be history!
Please don't use your old savegames, they will not work!
Crashes:
Fixed a crash which sometimes occurred when switching formation and node army view.
Fixed a crash which sometimes occurred when leaving a mission
Fixed a crash when loading a level and a building was in training modus.
Fixed a crash when loading a level and a worker was delivering resources to some specific storage.
Fixed a crash when loading a game and a fire ring was still active.
Fixed a crash when loading a game and an eagle eye was still active.
Fixed a crash that sometimes occurred when a big army is attacking a tent.
Fixed a crash where arcane physical resistance for siege weapons did not have the correct behaviour set.
Fixed a crash in Mt. Dinheim where an eagle skill was unlocked which is not yet fully implemented.
Fixed a rare crash bug in getting cached navigation information when loading a game.
Fixed a rare crash when a projectile was decayed but would still do area damage.
Fixed a crash when saving a level if any of the wizard tower upgrades were used.
Severe Bugs:
Fixed a bug with supply not correctly calculated in some situations when loading a save game.
Fixed a bug where the send dialogue would show enemy units.
Fixed a quest manager bug where loading a saved map would sometimes lose the map even though the main quest has still not failed.
Level time was reset after loading a saved game.
Bugs:
Fixed an issue with the fire ring that adjusts to the nearest building no matter how far the cast was away from it - now it will directly despawn if it is too far away (this will change in the future, just was an easy fix for now).
Fixed a data issue with barracks shield research.
Fixed a data issue with wizard laboratory research.
Fixed a data issue in Jivalon with gold and mana miners that are not allowed at this level.
Tutorial Improvements:
Added more gold to the tutorial level to give more room for errors.
Some more tutorial steps are skippable in case somebody is not correctly following the tutorial.
Added more town slots to the second base of the tutorial.
The button handles to assign worker UI are now better readable.
Known Issues:
Rare crash when the research tree is opened.
Rare crash when spell research finishes and spell casting happens at the same time (might be fixed).
Very rare crash when a formation doesn't find a free spot on the navigation mesh.
When loading a map while researching, the research bar is sometimes not visible anymore, but the research still behaves normally.
When loading a map sometimes resource spots are filled with less than 3 workers, even switching auto assignment won't solve the issue.
When there are more workers than mining spots -> workers often don't stick to their mining spot but instead rotate between tent and mining spots.
Sometimes the formation info UI is not shown even though a formation is selected.
The first campaign level is harder than the second.
Stay tuned for more updates!
Hotfix Kickstarter Demo - Version 0.730rev15/16
First hotfix for the current demo version. Save/Load is a lot more stable now and the frequent crashes should be history!
Please don't use your old savegames, they will not work!
Crashes:
Fixed a crash which sometimes occurred when switching formation and node army view.
Fixed a crash which sometimes occurred when leaving a mission
Fixed a crash when loading a level and a building was in training modus.
Fixed a crash when loading a level and a worker was delivering resources to some specific storage.
Fixed a crash when loading a game and a fire ring was still active.
Fixed a crash when loading a game and an eagle eye was still active.
Fixed a crash that sometimes occurred when a big army is attacking a tent.
Fixed a crash where arcane physical resistance for siege weapons did not have the correct behaviour set.
Fixed a crash in Mt. Dinheim where an eagle skill was unlocked which is not yet fully implemented.
Fixed a rare crash bug in getting cached navigation information when loading a game.
Fixed a rare crash when a projectile was decayed but would still do area damage.
Fixed a crash when saving a level if any of the wizard tower upgrades were used.
Severe Bugs:
Fixed a bug with supply not correctly calculated in some situations when loading a save game.
Fixed a bug where the send dialogue would show enemy units.
Fixed a quest manager bug where loading a saved map would sometimes lose the map even though the main quest has still not failed.
Level time was reset after loading a saved game.
Bugs:
Fixed an issue with the fire ring that adjusts to the nearest building no matter how far the cast was away from it - now it will directly despawn if it is too far away (this will change in the future, just was an easy fix for now).
Fixed a data issue with barracks shield research.
Fixed a data issue with wizard laboratory research.
Fixed a data issue in Jivalon with gold and mana miners that are not allowed at this level.
Tutorial Improvements:
Added more gold to the tutorial level to give more room for errors.
Some more tutorial steps are skippable in case somebody is not correctly following the tutorial.
Added more town slots to the second base of the tutorial.
The button handles to assign worker UI are now better readable.
Known Issues:
Rare crash when the research tree is opened.
Rare crash when spell research finishes and spell casting happens at the same time (might be fixed).
Very rare crash when a formation doesn't find a free spot on the navigation mesh.
When loading a map while researching, the research bar is sometimes not visible anymore, but the research still behaves normally.
When loading a map sometimes resource spots are filled with less than 3 workers, even switching auto assignment won't solve the issue.
When there are more workers than mining spots -> workers often don't stick to their mining spot but instead rotate between tent and mining spots.
Sometimes the formation info UI is not shown even though a formation is selected.
The first campaign level is harder than the second.
Stay tuned for more updates!
Kickstarter and new Demo are live
Hey all,
The Kickstarter campaign has just gone online. It would be fantastic if you could support us here so that we can make Heart Of Muriet an even better gaming experience.
Along with the Kickstarter campaign, a new demo version has also gone live, which contains many new features and improvements.
It would help us a lot if you could give us feedback on the version on Discord. If you don't want to do that, there is a reporting function directly within the game.
Here is a list of changes and improvements for all the people who played earlier demos or play tests.
UI Improvements
The UI has been overhauled, and new icons have been added
A research tree now shows which research options are available for different magic schools and buildings etc.
Improved the strategy selection dialogue. It's going to be replaced with a much better system soon.
Reworked the send dialogue. This way, players can select the squads by themselves. It opens up the squad ranks like "veteran", "elite", and "legendary" (not yet done).
Improved start of the game with a loading screen.
Improved the look of screen fading.
Improved the look of the minimap significantly.
Improved tooltips - more compact and have a lot more useful information.
Battles
New radar system (provides unit information on which enemies/building to attack) for formations and bases.
Big battles now scale a lot better as fewer attack targets get exposed to squads.
Melee units with shields now also have a block chance for melee attacks, not only projectiles.
Attack targets are prioritized by different factors, e.g. if the unit is good against it, it's close or if its a threat.
Buildings
All buildings got a graphics overhaul
Added marketplace building that produces gold/mana to mitigate the problem of mined-out bases.
Added an alchemist building that can convert gold to mana and vice versa. The gold/mana conversion spells have been removed.
Added a "Mill" and a "Well" that improve the output of farms around them. This adds little settlers feeling to the bases.
Added a large farm building that adds more supply, though it's a lot more expensive.
Added a monastery building that currently holds research for all kinds of resistances. There will be new exciting units to train there soon.
Reworked placing buildings; if you click on a build slot, the selected building type and its influence/attack radius get displayed.
Reworked placing buildings: a right-click on the build slot changes the building type, and a double left-click places the selected building.
Rally points added for each recruiting building -> you can assign a different base for each of them (no multiselection of buildings yet).
Defence buildings now increase the visible area around the base.
Guard towers now ring a bell; units will leave their tents faster.
Training buildings can increase the training queue with an upgrade.
Training/construction buildings can have a second parallel training/construction queue.
Bases can now have multiple storages. Workers will use the one closest to deliver their resources.
Building and Guarding plots
Added free moveable guard slots to bases that are not dependent on buildings.
Removed research, storage and portal slots from bases and migrated them to town slots.
Town slots can hold different buildings now, like farms, mills, wells and a lot more.
Defence slots can now hold archer towers, guard towers, portals etc.
New Units
Added a ram unit, which can only attack buildings.
Added a ballista unit, which shoots big projectiles and can kill several units walking in a row.
AI Improvements
Added a budget system for the AI to control their overall strategy in different stages of the game,
It can cancel attacks earlier if it realizes that it's loosing.
It is trying to reinforce battling armies on foreign nodes.
It is distributing its workers over several bases in a better way.
It is avoiding bases attacks which cross other bases.
It is withdrawing workers/armies from bases when there is no chance of defending the base.
The AI supporting magic schools as well as all the newly implemented features,
Worker improvements
Workers repair siege units on bases, no matter if they are in tents, guarding or in battle.
Workers repair siege units in formations, only when in a battle or when the formation has stooped.
Workers distribute correctly onto resources when other workers build/repair buildings/units.
Workers drop gold/mana in front of the storage.
Workers have a better pickaxe hit effect on mana and gold.
Workers are able to handle several storages on bases as resources might be scattered over several patches.
Players can configure how many workers overall should be repairing/building on every base.
Wizard Tower improvements
The wizard tower got a complete overhaul. It can get powerful upgrades depending on the magic school you choose to research.
Added poison bomb upgrade to the Wizard Tower (Nature School).
Added ice aura to Wizard Tower (Water School).
Added fire cannons to Wizard Tower (Fire School).
Added arcane missiles to Wizard Tower (Arcane School).
Added upgrades for parallel training queues and more training slots.
Magic Schools & Spells changes
Added four magic schools, Arcane, Fire, Water and Nature.
Added gating mechanism for magic schools comparable to Ages in "Age of Empires". The higher your magic school, the more research, buildings, and spells are unlocked.
Added several research options which are only available for certain magic schools.
Added new spells for each magic school (Arcane, Fire, Water, Nature).
Added new research options/buffs for each magic school.
Heal spells do not repair siege units anymore, but repair spells do.
Healing spells do not heal siege weapons and do not resurrect units anymore.
Armour cannot be healed with spells but repaired by the blacksmith in the base instead.
Wizard UI changes: a right-click on the spell UI changes the level of the spell.
Sound and Music
Music is adapting to the current game state, like peaceful building, tension, and battle.
Each building has a special sound when clicked.
Added a bunch of new sound effects in fights.
Map Editor
File browser now has a new skin that matches the UI skin.
Maps can now be copied, with all quests, triggers and quest actions.
Added a guard slots editor.
Buildings can now be moved around without crashing the editor.
Army tents can now also be moved in the editor.
Player colours are now configurable via the map editor.
Misc changes
Replaced the first level of the campaign, as it was mainly a story mission, which did not work out.
Fixed the tutorial to make it work with all the new features.
Improved some of the story dialogues.
Rebalanced the game and updated the AI to make it work with all the new features.
Rewrote a lot of the descriptions for spells, research, buildings and units.
Added a physical condition to units which influences what kind of spells/buffs/damage affects them.
Improved the visualization of buffs on squads.
Spells, building upgrades and buffs can now have levels.
Hundreds of bugfixes and improvements that would be too much to list here