Heroes of Delum cover
Heroes of Delum screenshot
Genre: Real Time Strategy (RTS), Role-playing (RPG), Strategy, Indie

Heroes of Delum

Happy holidays! Patch 1.5.1

Hey everyone,
Happy holidays! A new patch is online!

We noticed that new players arriving to the final boss had a hard time keeping their buildings alive and were often in a position where the boss fight took way longer than we intend it to. We've made a tweak to that and fixed other things that our dear players pointed out!

Tweak

  • In casual mode, the boss does not target buildings anymore (unless the path is blocked, like any other unit)


Fixes

  • Leaderboard now shows the correct place before the player's name
  • Corrected a case where canceling a building made it stay at zero health
  • Fixed the behavior in which towers could attack invisible units once they had targeted it once

Winter Update 1.5

The elves here at Delum Studios are proud to announce that they have finished putting the final touches to a major gameplay rework for the winter here at Heroes of Delum! We hope you'll enjoy what we are showing you ːlunar2019piginablanketː



We have heard some of the issues you had with the game and went to try and fix them. That and some minor corrections we found while going around our day ːlunar2019grinningpigː

But more importantly, we have decided to make a major change to gameplay and have added two new classes to the game:



The Ranger and the Mage





These two classes are made available to you in all gamemode and will, hopefully, spice up the gameplay and add variety to the games you played (if you were a veteran of Heroes of Delum) or encourage people to try and discover the game through the lense of their prefered character.

The ranger and mage will have two completely separate skillsets and weapon.
Before, the player was a ranger/magic all-around fighter and had mostly magical skills at his disposal. Now we have expanded the magic abilities of the mage class into a new skillset, and the ranger will have a completely new one (with the exception of the speed boost ability) which will give more options to the player in term of strategy and raw diversity.
We have also tweaked the auto-attacks so that both classes have their own advantages/disadvantages: the ranger will shoot at the intended target faster, but will have a weaker auto-attack compared to the mage. The mage will be slightly more powerful with his weapon, but it will need a bit more time to launch its attack. So if you prefer a more nervous and new playstyle, definitely check out the ranger. If you still enjoyed the slow paced gameplay of the magical-oriented old character, the mage is an expanded version of it, with even more sorcery at its disposal.

Talking about the new skills... here are some of these!



Skills



Volley



When you don't have time for shenanigans, and a pack of monsters is eyeing you agressively, a little drive-by is all you need to get much needed street cred, and also a little breathing room to further expand your tower base. You can deal medium damage in an arc in front of you using the volley skill with the ranger.


Piercing Bolt



Elephants in a hallway are the best training targets, ever! When a big roaming band of bad boys are coming to you straight, don't forget to load your piercing bolt, and have at them! Baiting the enemies or building tunnels for them to get in a line in front of you works best.


Fork Lightning



The mage needs are all-encompassing, as such we couldn't let him down with no new spells to work with. He can now summon the power of Zeus and instantly call upon him to bear down on the spot of your choice, electrocuting the 3 nearest targets. Can be handy if you have no moment to spare and need a quick pest fix.


...and there are even more, but if you want to discover them, you will have to play the game for yourself!




Feature

  • New class system : choose mage or ranger!
    [table]
    [tr]
    [th]Class[/th]
    [th]Tier1[/th]
    [th]Tier2[/th]
    [th]Tier3[/th]
    [th]Tier4[/th]
    [/tr]
    [tr]
    [td]Mage[/td]
    [td]Fireball[/td]
    [td]Taunting Totem[/td]
    [td]Healing Totem[/td]
    [td]Blizzard[/td]
    [/tr]
    [tr]
    [td]
    [td]Shield[/td]
    [td]Forked lightning[/td]
    [td]Health boost[/td]
    [td]
    [/tr]
    [tr]
    [td]Ranger[/td]
    [td]Piercing bolt[/td]
    [td]Trap[/td]
    [td]Speed boost[/td]
    [td]Bolt rain[/td]
    [/tr]
    [tr]
    [td]
    [td]Volley[/td]
    [td]Caltrops[/td]
    [td]Health boost[/td]
    [td]
    [/tr]
    [/table]
  • New auto-attacks for the mage and ranger


Tweak

  • Ranked games are now separated between multiplayer and solo ranked to reward solo ranked more
  • Ranked score will now be based on all in-game actions (kills, saves, time spent) rather than only time alive (starting from 01/01/2020 onward, so you can still cheese for a couple weeks!)


Fix

  • Outline is correctly displayed depending on where your cursor is
  • Better spatial synchronisation of ranged attacks animations and FX

Halloween Update

Yep. It's time for our second Halloween patch. The game is on its year 2 and we are still giving it some love! Enjoy the spookiness while you trudge through hordes of pumpkinheaded monsters.



We have further tweaked some small things while we continue working on a bigger update that should be released this winter. It will include balance changes and a rather big spin on the standard gameplay: stay tuned!


Tweak

  • Walls have been renamed to barricades (makes a lil' bit more sense)
  • Added visual helps to the tutorial to help accomplish objectives
  • Refined texts in our supported languages for better contextual comprehension


Fix

  • Removed spelling mistakes in the menu/options

Update 1.4.1

When summer comes, there undoubtedly is some merit to refresh things a little. Also not dying of sunstroke is a cool bonus!
Our hooded heroes are a bit braver than I, and are more than willing to continue fighting the forces of evil, come rain or shine, so we added some appliances that will hopefully make them at ease, in-between waves!



In all seriousness, as you may have noticed, patch 1.4.1 is in! We have added a couple summer themed goodies and some minor tweaks and fixes here and there.
Our game is more polished than ever, give it another try! We will continue to push for more ideas, but we are rather happy about the actual state of the game. Do not let it stop you from giving us feedback though, we strive on the stuff!


Summer Skins



We have added a limited world event: during the summer, the game will be dressed for the heat. You will notice some differences in the lobby, in-game and on some of our characters and monsters :lunar2019piginablanket:


Skins

  • New FX/SFX, to "heat up" the immersion!
  • Revamped models for some monsters and characters


Tweak

  • Removed the Korthus monster (the dangerously famous berserking boar) from casual and normal mode
  • In standard harder difficulties, Korthus will spawn slightly less in the first wave they appear from (this should still give players a run for their money)


Fix

  • Fixed the camera follow-up speed when using speed boost (when you gotta go fast)
  • Fixed HP bars showing on the foreground when in other menus

Update 1.4.0

Here we are! We have worked on bringing some quality of life improvements from suggestions we received, and a couple features and tweaks that we felt would benefit the game.
Let me now introduce them to you in timely fashion.

Structure overlay




Instead of switching back and forth with the default action menu, you can now directly interact with your walls and towers and make the much necessary modifications to your ultimate defense system.
Thanks to this new feature, you can easily access your hotkeys to create new structures, all while having a building selected.

New difficulty: Casual


We have implemented an easier difficulty, perfect for when you want to play your first few games and learn the ropes out of the tutorial... or if you just want to crunch through endless waves of monsters... filthy casuals!

Compared to the normal difficulty, players have 2x hit points, players regenerate hit points 2x faster, you can be revived 1 more time, and monsters have 33% less health.
Shrines are also disabled, so you can stay safely inside your bases and enjoy a (still quite) precarious rest between waves of deadly ninja cats.


Features

  • New easier difficulty mode: Casual (if you can’t kill ‘em, join ‘em, they said)
  • Added dynamic hotbar directly on selected structures


Tweak

  • Removed strict tutorial conditions, now display objectives with more information
  • Default camera mode is now centered on the player, can be toggled to and from free mode
  • Added the option to skip cinematic
  • Added discord link in main menu


Fix

  • Fixed the prison revive bug: unlocking hit point boost skill while in jail no longer revive the player within the jail (to live in eternal agony)
  • Fixed frozen structures: they are no longer immune to damage while in this state, and properly display information
  • Removed blood wounds FX on monsters killed by explosions (don't worry, they are doing okay)
  • Replaced "week" with "month" in the monthly (duh) events

Winter Update 1.3.0



Hey everyone!

We're having so much fun updating the game for you guys and we're proud to announce that the next major patch 1.3.0 is online!
We added 3 brand new mutations affecting enemies and worked on the balancing of the endless mode. On top of that, we improved some special effects and fixed some bugs.

Mutations


When an enemy spawns, he has a chance to get affected by none to three mutations. Depending on the difficulty you're playing, monsters will be more or less likely to have mutations.



A mutation is a very special characteristic that makes an enemy more dangerous in a unique way. For example, he gets very fast (but weak), very strong (but slow) or reflects damage. These characteristics force you to adapt fast and smartly in the heat of the moment. So to spice it up, we added 3 new ones.

Explosive mutation





What is more trust-inspiring than a Föjell running towards you with a bomb instead of its head? Monsters affected by the Explosive mutation have a bomb placed on their head and will explode on death. The explosion will damage you, your buildings but also nearby enemies! Use this to your advantage or get destroyed!

Lightning shield mutation




Enemies affected by the Lightning Shield mutation cause damage to you nearby structures. Keep an eye on your walls before they collapse!

Shield mutation




Enemies affected by the Shield mutation have an aura around them that reduces damage. This means that monsters around them will receive only reduced damage.

Endless Mode balancing


We noticed that when surviving too long in the endless mode, you can end up having several hundreds of monsters in the map which can lead to low FPS and a chaotic gameplay experience. To adjust that, we decided to reduce the rate of monsters spawned and instead increase their health and damage every three waves. We also made it so that the endless mode is generally harder, so you don't get too long games. Well who knows, maybe you're good enough to reach 60 min with these new tweaks ;)

Rich Steam Presence


We added Steam rich presence to Heroes of Delum. You can follow what your friends are up to and how long they are surviving!





Feature

  • New mutations (explosive, shield, lightning shield)
  • Endless mode: monsters spawn in smaller numbers but their HP and damage scale over time
  • Add Steam rich presence: game state ("In a Lobby", "Playing Infinite Ranked", etc.)


Tweak

  • Endless mode: Scale boss skills & damage based on wave number
  • Enlarge save zone collision below the jail (+50%)
  • Rework biome: improved variety of shapes
  • Rework explosion FX
  • Rework shield FX for better visibility


Fix

  • Fix wrong display of start amount of gold in a mine in normal mode (201 -> 200)
  • Fix fairy explosion FX that was not triggered on death
  • Fix bug where fairy is not destroyed client side
  • Synchronize mining progress UI on an allied mine
  • Fix saving personal monthly best time
  • Do not store time from classic mode as personal best time (only endless mode)

Patch 1.2.8

Hey guys,

This patch aims to improve the gameplay experience by adding UI details here and there. The cursor now changes when hovering wood, enemies or buildings in order to clarify which action will be taken when right clicking.


For the infinite mode, we added a stars system so the players can understand how good his run is. The longer you survive, the more stars you get! Also, your best score ever and from this month are stored locally so you can always see them when pressing tab.


The stars are visible in the match history as well.


New

  • Infinite mode: Star system
  • Added indication on cursor when hovering wood, buildings or enemies
  • Added indication on the mine to show how fast the mine is giving gold. This also helps the player understands that when the mine is depleted, it still gathers gold but at a slower pace


Tweak

  • Added value information on skill descriptions
  • Polished Leaderboard interface on main menu

Hotfix 1.2.7

Hey guys,
Along with other fixes, we corrected a critical bug in the main menu linked to the leaderboard, only occurring the 1st of every month during the ladder reset.

Thank you for playing!

Happy Halloween! Patch 1.2.6



We're back with a fresh Halloween themed update! Will you handle the creepy decorations and haunting music ?

Have fun and thank you guys for playing!

Minor patch 1.2.5

Hi,
a new patch is online!

We tweaked and fixed some achievements.

Tweaks and Fixes

  • Change achievement "win 54 games" to "survive 120 mins"
  • Fix the trigger of a secret achievement