In this time of the year, we would like to thank you for another year of continued support. Thank you for your comments, reviews, fan art, and mods that keep the game active!
Thanks to our partner Overwolf, we've been able to add more mods to the game recently. You can find them through this link: https://www.curseforge.com/heros-hour
Hopefully, this will enable you to have extra fun during the holiday season!
By the way, here's a reminder that if you want to create mods yourself, this manual instructions exists and will help you a ton! We can't wait to see what you have created!
In the meantime, Hero's Hour is 50% off until January 4th, so it's the perfect occasion to grab it!
<*> The game now shows mod loading progress <*> The game now boots ~0.2 seconds faster (for a speedy computer) <*> Wild town has the position of Archmage Tribunal and Archives of Magic flipped in their Rogue Realms town tree <*> Pyre AI now uses the Infernal Gate the same way the player does <*> Diplomacy now costs at least 100g <*> Since steam mods don't have their names included anywhere readable by the game, steam mods can now put a file into the topmost folder (next to Factions, Custom Script folders etc) named "name Whatever.txt". If they do so, the game will use that name as the mod's name <*> 20 skill trees have been changed <*> Adjusted down the speed at which units turn redder by Bloodlust and Enrage <*> Midas Touch hero skill now also works for bodyguard units <*> With the Scaling strategy applied during combat, units with Leap now have a much higher rate of jumping over walls during sieges <*> Changed the tooltip for the new Pearl effect to be less confusing <*> The 10 mysticism spells are now displayed separately in the Lexicon <*> Spells in Lexicon now display larger icons and the text is more readable <*> Lexicon has been optimised <*> Delirium AI now forms a pact with one of the three available deities after buying Idol of the Three <*> One more tile of FOW can now be revealed on the right and bottom side of the map, so that the edges are now of even width <*> New Heroes map description updated to be more accurate <*> Taming skill now guarantees taming at least one beast per battle (if there is a beast) <*> You can now give movement orders to heroes during combat separately from the tier 1 units of their faction <*> Diplomacy now automatically uses the cheapest option that would give the same number of units <*> Diplomacy will no longer offer ALL defeated units for hire, depending on total number of units, the rank of those units, and the diplomacy skill <*> Stat bonuses from several town<*>specific unit stat boosters now apply additively instead of multiplicatively (i.e. several Blood Cells) <*> When casting Town Portal, clicking a town moves the view to show the location of that town <*> Fixed incorrect description of Avatar creating hillkeepers when it actually creates grove guards <*> The colossus is no longer already constructed when capturing neutral towns with it available
BUG FIXES
<*> Fixed a bug that made Academy not take into consideration the skill level of the pupil in the chosen skill <*> Engaging an enemy army that is so weak that you get offered to skip the fights accidentally awarded the hero 1 movement point <*> Fixed a crash relating to using spatial rift on a hero that's camped <*> Fixed several issues relating to using custom scripts that would trigger other custom scripts, such as, for instance, unequipping artifacts <*> Maybe fixed a bug related to Ring of Bravery which could not be reproduced <*> Fixed artifact comparison display showing wrong on low resolutions <*> Fixed position of town tooltip display on different resolutions <*> Tooltips of artifacts on the map now display the same way as resource tooltips <*> Fixed a bug that would sometimes give the enemy AI infinite movement points if it made them able to defend their town, and if they had the ability to town portal to it <*> Fixed Lament being able to use Idol of Shadows via the new shortcut without having built the building <*> Evolving units will no longer have them appear twice in the combat summary <*> Fixed a bug that made Infernal Gates work incorrectly during battles where both sides had an Infernal Gate <*> Fixed a bug that sometimes made timed unit abilities and skills work incorrectly when there was an Infernal Gate on the battle <*> Fixed Infernal Gate animations being out of sync with their spawning <*> Fixed Lieutenant heroes being able to deposit their units using Exploitation <*> Fixed the AI being able to recruit the full enemy army using Diplomacy instead of part of just a single stack <*> Lexicon now displays things more appropriately on large monitors <*> Fixed a bug that prevented custom skills from being loaded from mods <*> Fixed a bug related to the deprecated node map editor <*> Fixed a bug that made unit losses not count correctly when combining transformation and hex effects on the same group of units <*> Cartographer now correctly reveals vision also on the minimap <*> Cartographer now once again only reveals vision around roads <*> Fixed a bug relating to using the map editor with heroes with Hoard skill and changing the number of players on the map <*> Necromancy now always gives the same amount of mana when choosing Drain, instead of depending on the chosen unit <*> Fixed some issues that could cause fleeing units to not take damage when almost having left the map <*> Fixed a crash related to regenerating lieutenant army units <*> even when not causing a crash, it would make the units regenerate unevenly <*> Fixed neutral heroes / hidden beasts being able to defend neutral towns <*> Undead units will no longer be healed by Aura of Light, Cure and Holy Light <*> Fixed taverns giving heroes that can already be hired elsewhere <*> Fixed Marshall Statue very often giving duplicate heroes <*> Fixed water encounters in base game sometimes including units which couldn't swim :( <*> Changed map generation to reduce the chance of buildings spawning in front of towns <*> Fixed being unable to disband Avatars <*> Fixed Avatars showing the wrong portrait in their hero screen UI <*> Fixed School of Autopsy giving XP in fractional amounts <*> Fixed a bug that would sometimes make heroes think they could interact with buildings they couldn't, and couldn't interact with buildings they could
v2.5.0 update log
And now, I present v2.5.0 - the Balance update.
If you read my update log after v2.4, you might notice a slight change of plans. Originally, I envisioned a quick balance update named v2.4.2 - but a lot of the balance changes needed to be more fundamental than just number changes, and together with some important community suggestions turned into new features / quality of life improvements, this balance update turned into a major update instead.
This also means that I still have incomplete features in the works for the future - artifacts rework, alternate heroes rework, battlefield rework - and these are going to be part of the future v2.6 update instead.
Now I can also prove what Iāve said previously: Game updates wonāt be locked behind paying for DLC. I am continuing to support both the base game and the DLC side by side. At times, it might make it tough to do things such as balancing, but such is life; Iāll try my best.
I want to highlight some of the ābalance changesā which actually turned into reworks, as well as some of the community suggestions that were added to the game.
First, a skill which never saw the love it deserved: Diplomacy. For a long time, thereās been complaints about being offered units you couldnāt afford - and this should be easier now that you can choose one of three settings for how much bribing youāll do with your diplomacy.
Using the lowest bribe setting - the hand shake - will give fewer units, but with a better cost efficiency - and conversely, using the highest bribe setting will give more units, but at a big extra cost. Combined with the ability to choose WHICH of the enemy units to hire using diplomacy, this should make the skill more interactive, as well as, of course, stronger.
For a faction skill such as Taming or Hunting, itās tough to make changes to make the skills more appealing without nerfing the faction. Hunting has been too strong, while Taming has been too weak - and both skills were super conditional on actually being able to find the hidden beasts. To this end, the skills have been changed to make it easier to trigger, but with the payout being smaller - especially for hunting. Instead of only working for hidden beasts, the skills now work for any neutral battles which have beasts in them. This is especially important for Taming, with the skill even triggering during battle, giving you units as you take out your opponents.
One of the additions Iām quite happy with is the new combat results page. There have been a lot of suggestions for a long time for you to be able to get a better insight into how useful your units actually are during combat. Now, after combat, you can see in greater detail exactly how much damage each unit type dealt and how much damage theyāve soaked. So far, the results have been rather interesting. In the above screenshot, we can see that in this battle, Halberdiers dealt the most damage from the player side, while the range units of the opponent were the most important for them.
This screen might see adjustments and improvements over time - maybe some more stats would be useful - but Iām happy with how simple but impactful this extra information is in trying to figure out the best strategies.
Another new addition is the ability to trade resources and artifacts to your allies in hotseat co-op games. Iām not sure how common this playstyle is, but itās nice to add some long-suggested features for the people who do play this way. Itās very tough to cater to all playstyles - impossible, even - but Iām doing my best to add the most impactful changes, to improve the game for all over time.
Oh, also some more modding features, improvements to the MODS menu, and the ability to browse curseforge mods directly from within the game. If the mod is set up correctly on the curseforge page, users will be able to one-click-install-and-load a mod from within the game. Hereās the link to the curseforge page where users should be able to submit mods: Heros Hour Mods - CurseForge
I think thatās about it. For May specifically, thereās also a limited time deal to get some unique Heroās Hour merch: A very cute and high quality plushie of a great Tide hero. You can find that here: Tal Anak Plush | Makeship.
Anyway, as soon as I am sure v2.5 is stable, Iāll get back to working on v2.6, another update to continue improving the game. See you then!
Hero's Hour is getting an update!
Hi everyone,
Get ready for more adventure in Hero's Hour, now available at a discounted price of 50% off!
On top of that, we have some exciting new updates to make your gameplay experience even better. Check out our latest patch notes to see what's new, including new features like browsing and altering mods within the game, co-op improvements, and more.
PATCH NOTES:
[expand type="showmore"]
NEW FEATURES
- Browse and alter mods within game - as well as new functions and hooks for mods - Co-op improvements āø send resources to your teammates using the marketplace āø trade units and artifacts with teammate's heroes - It's easier to see what Caravans will do, and it's now possible to direct them as desired - HUD for adventure map spells - New options: Scroll speed, and Lock mouse to window - Manage Heroes button in town screen āø trade units between heroes close to town āø select which hero is "in town" - Advanced combat details showing how much damage units do and deal + more - Avatars now get portraits and are colour-coded on the overworld - 50 new and improved hero portraits - In-game mod browser for Curseforge mods āø one-click download and install
UNIT BALANCE
- Units with Dragonbreath now have 5% less health. The dragonbreath attack now deals 10% less damage - Units with Softbodied now have 5% less health and 5% less damage - Brimstodes are buffed by 15% and Aluminodes are buffed by 10% - Octosquid are buffed by 10% - Aelophants are buffed by 10% - Mortars (and Artillery) are nerfed by 10% - Canceri are buffed by 10%, Canpinceri by 5% - Incarnations and Liongods now have Quick Strikes - Bloodletters (and Bloodwarpers) are buffed by 5% - Handservants (and Overseer) are buffed by 5% - Mercurials are buffed by 3% - Crawlers are buffed by 5% - Wind Up now adjusts the chance to skip attack for how many times in a row an attack was skipped, overall making Wind Up units less weak - Enchanters and runescribes are nerfed by 8%, while Rock and Gold Earthen are buffed by 5% - Terrified unit ability is less impactful (see OTHER BALANCE CHANGES) - Loss now summon units as less of a burst - Non-permanent Loss no longer create permanent units - Loss now have Wide Attacks instead of Blaster - Loss are now smaller on the battlefield
SKILL BALANCE
- Diplomacy now allows you to choose which of the enemy units to recruit - Diplomacy now has three settings - low bribe, medium bribe and high bribe - the higher bribe, the more units - but also the higher the cost per unit - Bloodwarping now has a higher base value by +150g per battle, while its scaling with lost units is reduced by 33%, and its scaling with defeated units is reduced by 25% - Subsequent procs of Bloodlust on a single unit now becomes less powerful quicker - Each rank of Armorer now gives a full extra point of projectile protection - Necromancy will no longer offer to "drain, discounting next"; instead, "drain" just gives the hero the mana. Additionally, mana costs for units has been rebalanced, mostly reduced - Wisdom now gives +2 spellpower per rank instead of +1 - Recruitment now immediately increases growth of units instead of only applying for the next week. This effect only happens when ranking it up on a hero you own: Hiring a hero with recruitment will have the same effect as previously - Crystal Assembly now gives other rare units for most other rare pick-ups than the base resources - Guardposts from Mason now have a 5x5 area of control rather than the 3x3 - Guardposts from Mason now gain a few less Halberdiers, but also gain faction units - Guardposts from Mason now grow a bit even with no hero boosting them - Tinker is now slightly stronger - 35+5x instead of 30+3x - especially when it comes to late-game - Units needed to place in a mine to reach higher rewards for Exploitation reduced from 20>50>75>125 to 15>40>60>100 - Bellow (spell from Ardour skill) now has a higher and more variable knockback. When used with higher ranks of Ardour, has an increasing chance to confuse enemies - Call of Champions now applies rallying to affected units - both Horde units and others - increasing their health and attack by 20% for 8 seconds - Call of Champions at higher ranks of Ardour can turn goblins/voodoos/goblin guerillas/goblin grenadiers permanently into bloodletters, trolls and cyclopses. Rank III gives 1 bloodletter, Rank IV gives 2 bloodletters + 1 troll, rank V gives 3 bloodletters + 2 trolls + 1 cyclops, etc - The AOE of Quake and the two Calls now increases faster with additional ranks of Might/Ardour - Quake now applies random debuffs to affected enemies - Call of Freedom now gives longer duration of morale buff for higher ranks - Soul of the Earth now needs fewer souls for the first couple of Rock Pummelers in a fight - Rock Pummelers from Soul of the Earth now spawn with 15% increased stats as well as 12 seconds of rallying with another +20% stats - Stats of ghosts from Grudge have been increased from 40%+20%*rank to 50%+25%*rank - Taming now works during fights, instead of after - Taming now applies both to hidden beasts but also other armies with beasts in them - Hunting now applies both to hidden beasts but also other armies with beasts in them. The way artifacts from Hunting are given has been reworked - duplicates are avoided if at all possible - There is now one more herd of hidden beasts per starting area - Herds of hidden beasts now have a more wide range of difficulties - Siren Song now gives the hero unit a chance to charm enemies on their attacks - The size of the Balance spell given by Balance skill now scales with the rank of the Balance skill - The size of the Balance area is now more clearly drawn on the battlefield - Increased the area size for Firetrapping and Firegating by 25% - Firegated units are now immune for a second after being teleported - The area of the Firegating explosion now scales with skill level just like the area of the beginning of the teleport - Shadowcloning now gives the hero unit a chance to make shadowclones of any enemy they strike. The hero's shadowclone also gets this chance - Area of the Rallying skill effect now increases with skill rank - When the Rallying hero dies, the effect is applied to a slightly larger area of units, and lasts longer - When the Rallying hero dies, they also heal nearby units - Speaker now also increases the AOE of the hero's melee attack, effectively making the fear effect more potent - Demoralise is slightly weaker due to change to how low morale fear works (see OTHER BALANCE) - Bodyguards now gives more appropriate units if the hero's specialty unit isn't a faction unit - Bodyguards will now be more reluctant to give high tier specialty units at low ranks - Bodyguards will no longer look at units carried by regiments, to make an exploit a bit harder to perform - Bodyguards now gives a more accurate number of units when the hero has a high tier specialty unit - Avatar now creates slightly fewer units - especially for low-cost units - Creativity ranks IV and higher now each apply just half the bonus of ranks I-III
FACTION BALANCE
- Rogue town now start with 1000 gold income per day instead of 500 - Rogue units (and neutral units) now have higher weekly growth by about 15% (see the bottom) - Arcane now starts with Guild of Mages pre-built - Goblin Gunner and Goblin Guard damage reduced by 1 and max range reduced by 4, making them slightly weaker in large clusters - Undead units now have +5% health and -2% damage so they die less easily - Slave Pens now create 2 slaves/homunculi each day, give 250 gold each day instead of 100, and have a higher max gold income ceiling - Monolith and Idol of Shadows have had their rare resource cost reduced - Early-game Wild units now have a higher weekly growth - Pearl Finding now looks different, and the markers remain after moving your heroes - Pearls now not only boost unit growth, but also the stats of those units by 10% - Pyre's Infernal Gate has been reworked: You can now choose what units to add to the summoning pool, you can even upgrade the units; the max cost is higher; units are summoned more slowly; and it takes more sulphur longer to reach the same power level as before - Earthen's Rune Forge is now available at row 1 of town buildings. It costs less to build - Increased the number of Cultists made from Tainted Mines, especially from gold mines and rare resource mines
OTHER BALANCE
- Derank now affects 33% less units - Coin flip has been reworked entirely with better animations and clarity - Units fleeing from negative morale (also affects the Terrified unit abil) now flee for a shorter and more variable amount of time - especially different for high tier units - Coin Flip now costs 9 mana - Spell range for Resurrection, Blood Rush and From Dust to Dust has been increased substantially
MODDING
- Map events can now trigger custom scripts using the new hook named Map Events - It is now possible to browse and edit files of locally installed mods within the game āø Added file navigator āø Added text editor āø Added image preview āø Added ability to add modded content based off of defaults āø Added ability to rename files - Custom Functions now work the same way as other custom scripts - Introduced a variable known as "knownofear" for AI armies. When set to true, they will attack the player no matter how strong their opponent is - There are now technical unit groups for each of the installed factions. These are named tug_Order, tug_Wild, etc., and contain the units of the factions - New hooks for changing towns and for custom town UI - Functions for drawing buttons, text and armylists on the screen - Functions for reading and writing to grids
CHANGES
- HUD for heroes and towns are now easier to navigate when you have many heroes and towns - Bodyguards now gives more appropriate units for neutral heroes - Lieutenants now get more appropriate units for neutral heroes - Marshall Statue now also increases the army of the currently available hero - You can now preview heroes in the tavern by double clicking their face - Training Grounds now works with neutral and rogue units - Training Ground upgrades have been changed to more consistently give +1 tier to inserted units - Expanded ability descriptions for units stay on once you've pressed Shift to expand - Marketplace screen improved - Tide building "Blast Smithy" now shows both Harpooneers and Cannonneers - Rock Limbo, Magma Grave and Aether Recombinator are now detailed as "specialised Infirmaries", which should make their interaction with Hospitals more clear - Rock Limbo, Magma Grave and Aether Recombinator can now be toggled as active/inactive in the Infirmary window like normal infirmaries - Random faction can now give Rogue faction - Flesh Wonders can now additionally target the following units: āø Cultists, Fanatics and their upgrades āø Fireballer and Homunculus āø Rogue Realms DLC: Apothecary, Farmer, Sorcerer, Forager, Necromancer, Longbowman, Bandit, Rebel, Crystal Healer - Fort and Citadel are now cheaper in the Rogue Realms DLC - Lament can now trigger their Shadow Ritual from within battle, the same way Pillar uses their tea. They can still also activate it via town - Units that are confused now have yellow stars circling their heads - Improved the tooltip for Siren Song skill - Loss Shrine now has its own icon - New map setting: Enable portals - this is on by default, but can be toggled off, forcing maps to generate without portals - Skilltrees map setting has been moved to page 1 - A hero next to town which is attacked but isn't selected as the town's visiting hero will no longer take charge of the siege of the town. Instead, combat against them will take place as normal non-siege combat - Minor adjustment to the temple of tides UI - Innumerable fixes to UI for translated versions of the game - Carver Stalls UI improved for Wood trades - Allied players will now have their AI plaque read "Allied turn" instead of "Enemy turn" - Mini armies on the overworld are now smaller for heroes with super large armies, such as those on the Ninth Week - Wide Attacks, Lash and Arrow Rain have been given new icons - UI colour for all factions has been altered and improved - Added in an animation for scrolling through heroes on the HUD - When clicking a hero on the overworld that isn't shown in the HUD, the HUD automatically jumps to show them - Several effects that give the hero level-up now combine correctly to give the correct number of level-ups - Hot Throne is now more compact - Cost of upgrading units is now rounded to the nearest 5 - Clicking the name of a map in the load game menu will now select the first available save from that map - Steam mods in the mods menu now show the name of any faction in their files, instead of using a random name
TRANSLATIONS - Rogue subfactions are now translated - Rogue faction is now translated - Texts in main menu that do not fit are now downscaled - Names and descriptions of DLC-specific maps are now translated - Adjusted a variety of issues where text did not fit in building names in building planner, in advanced map settings, etc.
BUG FIXES - Reenabled changing the colour of players - Fixed Enchanting occassionally crashing when used on a Delirium avatar - Fixed a crash that would occur if an AI Delirium avatar picked up a treasure right after the hero had died - School of Autopsy now only gives XP for dead units, instead of also for units that had fled, been whisked or coin flipped away - AI that is trying to protect its town sometimes left the town afterwards if they had extra movement points - Fixed Enchanting offering to upgrade an artifact into itself if you had the most powerful artifact for that slot - Fixed a bug where heroes with Boss unit as specialty units would create Great Hydras as "tier 1" units for Hegemony - Adjusted positioning of tooltips on the overworld to better fit various screen resolutions - Fixed Antagonism taking place as a boat battle if the previous battle was a boat battle - Changed the position of the A<->B button for Classic Town Screen so it's visible for all units - Fixed having vision of the enemy player's starting area on turn 1 of hotseat multiplayer - Changed the bounding box of map generation; this change mostly affects open maps from Rogue Realms - Added some code that will make sure Split in Twain does not generate with inaccessible areas - Fixed a bug that made Resurrection way too powerful - Fixed missing black pixels in some animations of spawnlings, horses and dragonworms - Reduced the number of units on neutral heroes on the Ninth Week map - Fixed a bug that made spawning duplicate Rogue heroes - Fixed a bug that in certain situations would have the AI using Docks place their boats on land if picking up an already-built boat - "Force Unit Group" advanced map setting now works as it should - Fixed Avatars of Delirium heroes not paying the XP cost of Creativity - Fixed a bug where the AI would move a hero that is protecting town away from that town while being threatened - Fixed a bug that would sometimes make the AI not consider using a hero via town portal to defend their town - Reduced the possibility for a Docks to create wander underneath an encounter during map generation - Fixed treasure at sea sometimes spawning on the coast, making it inaccessible - Fixed a crash related to changing mods mid-save - Fixed Thorpe and Ender using the default neutral hero overworld sprite instead of their own one - Fixed a map generation glitch that would create long spiralling roads on some maps - Volcanic Cult no longer checks number of stacks in the offered army, instead checking number of unique unit types in offered army - Moved the Institute of Carving in the Earthen town screen so it no longer overlaps the Hospital - Fixed Potency not boosting the effectiveness of Potent spells - Fixed Celerity's description saying 20 instead of 16 - Fixed a crash that would occur when clicking a spell in the overworld spellbook that was given by the Arcane Spire - The Inspiration unit ability now scales by the number of units with Inspiration, instead of by the number of stacks of units - Fixed a bug that would occasionally make an AI player unable to attack a player guardpost - Cost of upgrading units is now affected by Pillar Administrative Center and by Royalty skill
Hi all! This is ThingOnItsOwn, checking in and saying some words about what's going on, development-wise.
It's been a long quiet period. I think the patch notes for v2.3, the update which just went live, is enough proof that this time was not spent idly. It adds 50 new spells, reworks to several magical skills, catapults and enhanced graphics, among a lot of other things. Actually, the patch notes for v2.3.0 ended up being so long and the list of changes so gargantuan, it became more and more difficult to figure out what's up and down.
I regretted the speed at which v2.1 and v2.2 came out since I didn't have time for quality control and I let major bugs through. With v2.3, I think I adjusted a bit too far in the other direction. I'm currently planning to spend some weeks on improving v2.3 (v2.3.1 is already live), then start developing the things I have planned for v2.4, which should be a size more comparable to v2.2 in size, but with as high level of quality as v2.3, let's hope. I'm hoping that v2.4 will be a free patch that will release at the same time as the paid DLC named Rogue Realms.
There was an announcement a while back about Rogue Realms, and it's been quiet since then. The DLC is super far in development actually. For a while I was working towards an October launch date, which might've led to a low quality product. It's now delayed due to "Market Reasons", which I'll use as much as possible to pump the DLC full of better balance and more polish.
Last I talked about Rogue Realms, just exactly what the DLC would be was a bit in flux. Now, things look a lot clearer. The DLC will have the following features: - 27 new hero skills and new skill trees for all heroes - A new unit (+ upgrade) for each faction, and new town buildings for all factions - Rogue faction, a new faction representing the neutral units in the game (incl. 68 new neutral units) - The Rogue faction comes in 12 flavours, each with its own unique line-up of 10 units, and each with 2 heroes - Six new warmachines, new maps, new unit abilities for old units, etc.
It's a pretty large DLC and also a step up in complexity. I don't think it's recommended for beginners, but it's great for people who want more.
I recently uploaded a small sampler for the new music in the DLC, showcasing 3 of the Rogue faction flavours, specifically Malignant, Ruined and Province. Malignant focuses on the deep and dark creatures of evil. Ruined is a mix of rebels and the undead. Province is a weird land, populated by humanoid rabbits and with other strange creatures.
I'm quite excited for the DLC to be done and out, it's sort of a love-letter to the complexities and unexpected synergies that make me continue to be interested in working on the game. But we all gotta keep practicing that strange thing known as Patience.
Hero's Hour is out on a lot of marketplaces now. Steam is, as is usual, the largest, but not the only one. I don't actually hang out on those marketplaces - sorry! My publisher, Goblinz, says they'll help keep track of them. Instead, I'm focusing mostly on the discord server and on twitter as my means of communication to the community. The discord can be accessed here or by clicking the Discord-looking icon in the top right of the main menu in-game. I'm just called ThingOnItsOwn on twitter so that's a bit simpler.
Bug reports and suggestions are appreciated, though I can't promise to do all suggestions. Currently I've considered 93 suggestions and implemented 32, so that's less than 1 in 3. Still, 32 suggestions implemented is a lot in its own way. Anyway. As mentioned, I'll be spending some time making sure v2.3.0 is as stable and good as possible, might even do some more mod improvements. Then it's on to v2.4 and finishing the DLC in the new year.
Thank you all for the patience - Mvh Benjamin "ThingOnItsOwn" Hauer
Major Update Out Now!
Hi everyone,
As part of the Turn-Based Fest, we're glad to announce the latest update is now live - including tons of new features! š
Hero's Hour v2.3.0 the Magical Update is now out! It's a large update which focuses on spells and spellcasters, but also has a lot of other goodies, a bunch of QOL-changes and almost innumerable balance changes. The patch notes are 190 lines long, but here are the highlights:
50 new spells
Reworks to several magical skills - Potency, Wisdom, Demonology+Necromancy, Blight Ritual
Magical overworld objects, such as mana wells, jars of pandora and scrolls
Catapults, which destroy the defences of enemy towns over several turns
Weather effects and other improved graphics
Good luck within a now even more magical version of Hero's Hour!
FULL PATCH NOTES
MAJOR FEATURES
- Potency has been reworked entirely - Demonology and Necromancy now allow choosing the produced unit - Spellbook now has sorting and filtering - Mana Wells have had their effect changed slightly, but now appear sometimes during normal map generation - Some cool new hero portraits - Sorcery rework - Mysticism rework - Wisdom rework - 40 new spells added - Devour now uses unit power instead of cost, but shows the stat gain as you're targeting the spell so there's less need for guessing - Fixed a graphical bug with Aether Forge spell offers which sometimes would show the wrong frame - Spell targeting graphics updated - Tired mechanic rework. Adventure map buildings that took "2 days" have been altered for the new system. Tired is now a debt of movement points. For instance, tired 5 means that next turn your hero will have 5 less movement points. Tired 25 means your hero will pay off 17 movement points next turn (remaining unmoveable) and then the last 8 the day after again. - New Catapult mechanic - New mechanic handling walls that are damaged before entering battle - New UI that shows movement order controls - Low Graphics setting that removes blood particles, numbers, corpses and spell effects during combat, as well as overworld mini-armies, minecarts and particles - High graphics setting adds in denser obstacles - High graphics setting adds in weather effects
MINOR CHANGES
- Skill descriptions now display fully without needing to press shift. The detailed description is slightly faded in colour - Using the Aether Forge to gain mana can now set the hero's mana above max - Nomads can now trade artifacts with normal heroes (still cannot trade units) - Poison and Fire damage effects in combat now no longer deal any damage after combat is finished - Malediction and Bane texts have been updated to better reflect their effects - Auto-resolve prompt now also appears for tiny AI-controlled armies - Made it so that you no longer accidentally press the start battle button when positioning units behind it - Early encounters now no longer have Fireflies or units with Cinderspirit - Shadowy units no longer leave corpses - EXPERIMENTAL: Midas Touch hero skill also applies to some of their spec units - Fire Shield and Air Shield spells reworked - Meteor Shower renamed to Tectonic Shift. Icon and graphics changed - Golden corpses have been greatly optimised - Modded heroes which use faction classes now will show up naturally during gameplay, such as in tavern - New unit ability icons for Retaliation, Quick Strike, Taunt, Savage, Leech Life - The game will now correctly remember faction and hero choice when returning to main menu. Only works if the game was started recently - not loaded - The Saviour unit ability from Flesh Wonders now has halved effect when targeting enemy units - The Saviour unit ability now also works on Pillar (sans Monk), Arcane (sans Goblin Gunner) and Wild (sans Satyr) faction humanoids - Saviour unit ability has been reworded to make this clear - Loss and win screens for Hotseat mode should now work more correctly - Shadowcloning now shows where your units will appear - Army displays now look different to better fit larger unit sprites and to better show the number of units - Overworld armies hover-over displays are now drawn differently to reduce the distance between army and display when zoomed far out - Town tooltips have been overhauled - New log that shows what spells are cast by heroes, units, abilities and skills during combat - Spells no longer prioritise tier 1 units when the closest unit is the hero (very important for Shadowcloning) - The skills one can choose when leveling up are now highlit in yellow - Movement order controls have been improved - Optimisation of background processes - Neutral encounters now show a number of stars next to their difficulty rating. This shows their army sizes - Graphics for dragons and great hydra updated - Damage stat for units is now shown as a range instead of a single number
COMBAT AI CHANGES
- AI for a specific unit no longer switches targets randomly, instead having random weights of targeting for any unit pairing - Ranged units now spend some time moving away from enemies while their attack is on cooldown - Ranged units no longer slowly inch forward throughout combat while an enemy is within range - When no enemy units are close, unit AI now searches for a far-away unit more consistently instead of switching between distant targets - Unit AI now often keeps targeting the same enemy for several AI steps in a row, thus becoming more reliable and faster. It switches targets about once per second, so still should target correctly - Combat AI should now run slightly faster
BALANCE CHANGES
- Week of Poverty now reduces gold income from towns to 50% (instead of 0%) - Gold cost of using Diplomacy has been reduced significantly - Damage from Burning is increased. Chance of applying Burning has been decreased - Damage from Poison is increased. Chance of applying Poison has been decreased - Siren Song now has a 3 day cooldown instead of 4 day cooldown - Conflux now scales slightly more with higher mana spells - Versatile now removes the deadzone where ranged units can neither attack with ranged or melee attacks - Toxicology now spreads a bit less poison at longer distances - Great Hydras now spawn every 10 days instead of every 15 days. Sacrificing artifacts decreases the timer by less - Disbanding Avatars will not make the cost of recruiting a new Avatar go down - Bodyguards units now regen faster - Pearls can now be used for 1 growth units - Heroes in combat now have +10 hp per level and +1 damage per level - Copies of units with bodyguards ability now only create one bodyguard - Reduced gold gained from selling artifacts - Summoning spells now use a different formula, summoning significantly more units with high spellpower - Duplicate spell nerfed - Low rank demonology now offers less expensive units - Rage unit ability is now 50% stronger - Elementals spawned by the Conflux skill now lose health less quickly (about 30% more slowly) - Explosion unit ability now has a smaller AOE when caused by a nonpermanent or neutral unit dying - Explosion unit ability now deals less damage not only for nonpermanent units, but also for neutral units - Rune of Air no longer reduces luck strike chance of units with high luck - instead, the cyclones summoned last for shorter time - Rune of Burning and Rune of Death now no longer override the burning or deathstriking abilities of the units - Rune of Death now creates slightly more skeletons, but reduces luck and morale by 1 - Rune of Ice now has a larger chance to proc and deals more damage - Diplomacy will now always at least give a single unit (even in case of dragons) - Heroes that are camping remain tired - Counting house now gives +500 gold per day, but costs more - Cost to develop potential mines has been reduced - Flying units now have a cooldown between each time they use their execution - Copies of units with bodyguards ability now only create one bodyguard
FIXES
- Skills that give a flat bonus to health or damage now always apply before skills which multiply health or damage - The icon that shows that a unit is fleeing now draws in front instead of behind the unit - it would become obscured by big unit sprites - Fixed Forlorn Cloister - First Aid tent no longer prioritises neutral units above permanent units - Permanent units rezzed by first aid or other effects now have abilities requiring permanence apply to them - Fixed a bug that made Armorer change units projectile sprite instead of giving projectile protection - Salted units don't recreate bodyguards - Fixed a bug that blocked selection of alternate heroes - Lexicon now shows heroes in the same order as the hero selection menu - Fixed heroes taking much longer to return to battle if they were slowed before "dying" - The Tired text in the GUI now disappears when hovering over movement bar, so that you can still see daily movement points - Fixed a low chance for a whole unit group to spawn as Pond Champions instead of Toadfrogs - The rare chance for a toadfrog to spawn as a pond champion now works correctly with casualties - Fixed being offered zero units via Diplomacy in rare circumstancces - instead, the diplomacy pop-up just won't trigger now - Fixed a bug that made Call Beasts summon Militia instead of Snouthogs on Dirt and Bamboo Forest terrains - Daily gold income from units with Taxpayer now shown in the gold income tooltip - Monolith description changed to better reflect its effect - The income UI no longer shows rare resource income from Tainted mines, but now shows them under Gold income - The income UI now correctly shows Overgrown mines - Power of Elementals and Desperado achievements now can unlock even if the enemy is neutral - Fixed a crash that occured in classic town screen when hovering over the gold cost of a high tier unit - Fixed a rare crash relating to a save_info.txt file being mysteriously empty - Warmachines now move to the position of the boat in naval combat while setting up armies - Wargroups deployed mid battle are now less chaotic in where they can be deployed. They are now deployed at the edges of the map - Xp gained messages now show the correct number in the case of learning - Lower resolution displays now have the number of towns and heroes displayed in the HUD reduced - Rightclicking a group of units on the battlefield will now split the group correctly even when playing at 2x speed - Hidden beasts can now no longer be discovered on top of your hero - Avatars can no longer get infinite movement by equipping and unequipping artifacts that increase movement - Fixed a bug that could make the game get stuck while using Firegating and Firetrapping and making a movement order into the space in the spellbook where the spell is, then cancelling the spell - Reduced the chance that parts of the map are inaccessible due to a building spawning close to your town and blocking off the path - Fixed a bug that made units look wrong when leaving the state of being a frog - Summoned units dying at end of combat no longer cast spells via Destruction - Mastery buffs will no longer apply to the hero as a unit in combat - Conscription center now as expected when discharging units worth more than 1 level of Discharge income increase - Combat camera will no longer be able to leave the battlefield no matter which camera setting you use - Fixed a bug that made the combat camera jitter crazily right after starting combat - Wail will no longer affect undead or mechanical units - Using town portal now sends the hero to the correct tile, and also makes them the visiting hero - Forlorn Cloister now more correctly converts the spells that heroes know - fixed reviving evolved units becoming new units in your army - Gold cost of using Diplomacy has been reduced significantly - More than 100 neutral modded units can now be loaded in
If you enjoy Hero's Hour, it would be awesome if you could nominate us for a Steam Award! Several categories fit such as 'Best Game You Suck At' or 'Better With Friends'.
Thank you for your support, and stay tuned as we have cool stuff in store... š