Hero's Hour cover
Hero's Hour screenshot
Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Tactical, Adventure, Indie

Hero's Hour

Factions Guide II

Hey everyone,

After making a video guide about the Order, Wilde, Arcane, Decay, Pyre, Horde and Enclave factions, th_pion made a second one to explain how the other factions work!

Check it out and learn more about Lament, Tide, Earthen, Pillar and Delirium factions:



And in case you missed it, here's the 1st video guide:





Rogue Realms DLC announced!



https://store.steampowered.com/app/2007040/Heros_Hour__Rogue_Realms/

Between the empires, lands of the rogue lay dormant, anticipating their chance to rise and become one of the next empires. Rogue Realms is a major expansion to Hero’s Hour, focusing on the wilderness and untamed lands - and the strange creatures, cults and societies that live there.

Features



  • The new Rogue faction, incl. 12 different Rogue towns
  • 50+ new units
  • 25+ new heroes
  • 25+ new skills
  • More variation in buildings for old factions
  • New adventure map objects
  • New spells, artifacts and unit abilities

WISHLIST NOW


V2.2.3 Patchnote

IMPROVEMENTS


<*> optimisations to battles with large numbers of units - there should be ~15% less FPS drop
<*> Oligarchy now has a less severe reduction in fieldable army size, especially noticeable for higher ranks

BUG FIXES


<*> fixed a bug relating to War Clowns
<*> fixed the Taunt ability not working correctly
<*> fixed the Skirmishes screen showing wrong numbers
<*> fixed a rare bug related to custom artifacts
<*> fixed an issue with custom script with() function
<*> fixed an issue with custom script unit_transform() function
<*> fixed an issue with custom script unit_skin_pack() function
<*> fixed a bug that made the AI not conquer Palaces
<*> changed the description of the Graveyard vault to be more accurate
<*> fixed a crash relating to using the soul beacon with sound turned off
<*> fixed a bug making it so that tooltips for units during battle displayed outside of the screen for low resolution monitors
<*> fixed a bug affecting the display of tooltips too far to the left of the screen in case their header width was larger than their text width and their original placement would put them above the top of the screen
<*> fixed a crash relating to using mods that added artifacts in non-English
<*> fixed a crash relating to using mods that added artifact sets in non-English
<*> Delirium will no longer always take part in the main menu background battle
<*> heroes can no longer have negative movement
<*> fixed a crash related to bloodwarping and modded neutral humanoid units
<*> fixed a bug that made games started from custom tilemaps not able to save
<*> Rain of Frogs and Frog Torrent spells now create 20% more frogs
<*> fixed a crash bug relating to feared units during naval battle
<*> fixed a camera glitch during naval battles related to unit ability Insensate
<*> units that fall into water now lose immunity and insensate immunity
<*> fixed a bug that caused dead heroes using unit skins to turn invisible
<*> fixed a bug that made using Devour during Week of Invasion give +5 attack
<*> fixed some bugs relating to combat camera in cases where few permanent units are in battle
<*> minor optimisation of combat speed by changing how the combat camera operates
<*> fixed an unknown save corruption bug
<*> fixed a graphical only bug in the options menu in main screen if text is on screen
<*> fixed a bug that allowed you to create units for free at monuments
<*> fixed an issue with the lexicon becoming unaligned after clicking to display a mercenary hero skill tree
<*> fixed AI heroes leaving a boat on land when using town portal to defend their town
<*> fixed unavailable spells being part of the lexicon spellbook and blocking the achievement for collecting 95% of spells

MODDING


<*> neutral modded heroes can now be selected from the hero selection screen
<*> modded faction town build grids now use a seed based on the name of the faction instead of based on load order
<*> modded faction town build grid's seed can now be changed using a number in Seed.txt file in the faction folder
<*> custom projectiles can now be set to fly straight if they have straight as part of their name
<*> faction mods can now put their unit files into a subfolder named Units and hero files into a subfolder named Heroes
<*> neutral heroes which use heroclasses from factions now more accurately work like normal faction heroes
<*> the following new custom scripting functions are added:
- string()
- other()
- saving()
- init()
- variable_exists()
<*> large amounts of neutral modded units now display better in custom skirmishes

v2.2.1 Patchnote

Hello everyone! We pushed a patch following yesterday's update. Here's the list of what's been done! :

v2.2.1 changes :



  • Fixed music quality of several tracks
  • Fixed a bug related to how the AI hired units, which confused which dwellings were built
  • Fixed a bug that disallowed AI to recruit the alternate units
  • Adjusted the number of units given to high level roaming heroes to be less absurd
  • Fixed a bug related to Hardcore difficulty and end-of-week effects
  • Fixed Shadowcasting and Shadowcloning being switched
  • Fixed a bug related to using custom artifact effects
  • Fixed a bit of English in the translated description of some special weeks
  • Improved performance (slightly) for people who play without sounds
  • Allowed for custom spells to change the effective spellpower of its effects
  • Fixed a bug that made Tainted mines draw twice and on top of the floating crystal

v2.2.0 Patchnote

Hello everyone! Here's a patchnote of the version 2.2!

Just a quick precision, some Korean translation might still be missing and will come soon, and we're going to have language patch coming too!

Now, here's the list of what's changed! :

FEATURES


<*>Special weeks - each week will have a name and a lot of them will have a special effect
<*>Settings for random/standard maps, random/standard town layouts and to allow special weeks
<*>Several new unit abilities added, meant for future units. These can already now be used for mods
<*>New Undead unit ability for undead units
<*>15 new artifacts
<*>A new artifact set bonus: Extracter
<*>Skill tooltips and Unit tooltips now by default shows an abbreviated tooltip text, which can be expanded by pressing Shift

NODEMAP AND TILEMAP EDITORS

<*>Improvements to switching between playing and editing Nodemaps and Tilemaps
<*>Nodemaps and Tilemaps now show their description the same way that normal maps do
<*>Node map editor now works in resolutions from 720p to 1080p
<*>Several improvements to the Tilemap interface
<*>Enabling selecting modded faction towns and Delirium and Pillar towns in the tilemap editor
<*>Enabling placing Neutral heroes incl. modded neutral heroes in tilemaps
<*>Node map editor now has access to Obelisks, Palaces, Monuments, Portals, Shrines and Redwood
<*>Node map editor now has toggle-able generation of sea resources etc
<*>Node maps and custom maps can now be removed from the map selection screen by using a Delete button. The map file will be renamed so it can still be restored later
<*>Tilemaps now can place user-made graphics on the maps
<*>New invisible obstacle for tilemaps
<*>Changed the base tilemap to have less glitches and also start with two starting spots and a bit of terrain

NEW MODDING CAPABILITIES

<*>Town screens for modded factions
<*>Default town screen background (14 new backgrounds) or user-made
<*>Automatic building sprites, selected building sprites or user-made
<*>2 slots for unique buildings per faction
<*>Custom scripting system for implementing new mechanics
<*>Unit abilities
<*>Artifact sets
<*>Custom artifact effects
<*>Hero skills
<*>Spells
<*>Unit skins

CHANGES


<*>Town structure grids are now static by default, meaning that each time you play as e.g. Order, buildings will have the same requirements. There's an option in advanced map settings to randomise town grids
<*>Camping now increases mana regeneration by 50%
<*>Fleeing now makes the hero lose their first aid tent and ballista
<*>Reworked town generation system to be more flexible. Some building placements have been altered
<*>Positive morale now gives a chance to resist terror, while negative morale gives a chance for units to flee. The chance scales the higher / lower morale is
<*>Inert unit ability renamed to Mechanical
<*>The power threshold for the unit ability Swallow can now be set more exactly using new modding abilities Swallow1 and Swallow+
<*>Hexed units (units turned into frogs) will now retain the damage taken while being a frog
<*>The resource panel in the top left now resizes when you have extra special resources, such as Pearls or Gems
<*>Caravans now avoid going to camped heroes
<*>The post-battle summary screen now shows how much gold was gained via Plunder / Midas Touch
<*>While playing Hotseat, a new Surrender option appears in the main menu
<*>Picking up gold created from plunder / midas touch no longer costs movement
<*>The buttons to open various town menus now show tooltips
<*>Updated town tooltip to graphically show what units can be created
<*>The stat bar in the hero screen has been updated to make the stats clearer to read
<*>Spellpower tooltip now displays info on various spellpower boosts
<*>Portals are now coloured on the minimap
<*>Aro Nei's mastery now applies to Dragonworms

BALANCE


<*>Increased the range of buff from Rallying hero skill
<*>Increased the base rate of Aether gain from Aethermancy hero skill (Rank I now has the power Rank II used to have)
<*>Troglodytes, Trogserker, Gorgon, Ophidian, Mutant Trog, Monster Trog, Fanatics, Possessed, Secretkeeper, Torch Bearer gain a +5% buff
<*>Corpseeater and Tarantula gain a -5% nerf
<*>Fire Stingers and Bloodsuckers gain a +10% buff
<*>Ethn'El gains a +30% buff, Krnok and Bergundie gain a +20% buff
<*>Mercury boost in the Soul Beacon now only converts 25 power worth of units for each Mercury spent
<*>Bane now more easily spreads Curse of Undead
<*>Wild Call now creates two less anima(ls) per use

BUG FIXES

<*>Fixed a memory leak in the main menu map selection screen
<*>Fixed a small memory leak related to loading mods
<*>Changed distance to the centre for maps with 4+ players, decreasing the chance of map gen glitch with concentric rings of lands
<*>Transformed units that are turned into frogs turn into the original unit after being defrogged
<*>Faction mods will no longer crash when describing a hero's unit with the name of the upgraded unit instead of the basic unit
<*>Fixed a crash relating to a missing MOD SETTINGS.txt file
<*>Swallow ability will not affect heroes
<*>Fixed a bug relating to generating heroes when MANY faction mods were installed at once
<*>Fixed a bug causing Vaults to generate with upgraded neutral units
<*>Fixed a bug causing a crash when you have 9+ faction mods installed
<*>Fixed a bug that made number of hidden beasts rise exponentially the more hidden beasts were killed
<*>Fixed a bug when the right-side player in combat used the tea that gave Immortality
<*>Fixed a bug that would make some nodemaps glitch, generating concentric rings of lands
<*>Fixed an issue that would make Balance Modifier changes to modded units work wrong sometimes when reloading the mod without restarting the game


Announcing Rogue Realms DLC

Rogue Realms is the answer to the question: “how to make an expansion for a game that has so much content?” - shouting over the rooftops: “EVEN MORE CONTENT”. As well as several mechanical changes to make interactions between systems more potent, Rogue Realms focuses on fleshing out both the already existing factions, and the new Rogue faction.



Features:



  • The new Rogue faction, incl. 12 different Rogue towns
  • 50+ new units
  • 25+ new heroes
  • 25+ new skills
  • More variation in buildings for old factions
  • New adventure map objects
  • New spells, artifacts and unit abilities


[expand type="showmore"]
The Rogue faction is like no other - it represents the neutral creatures, combining new and old to form 12 bands, each of which has their own heroes, unit lineups, and special skills. The 12 bands, of which 6 of them are playable as your starting faction, range from the dragon and slave-focused Tyranny, over the strange body fusions of the Experiment, to the highly specialised metalchemy mechs of Industry.



The new Rogue faction towns can be found on the map, both in whole condition, but often also as stump towns; towns with more limited and different growth and investment opportunities than usual. Think of them as a forward stronghold, giving some troops and bonuses if you invest in it, without giving the guaranteed victory of a normal extra town.

To make the overworld map even more important, a new range of skills are added to the game, for the new and old factions alike. Most of these focus on new interactions with the overworld, introducing all new mechanics, allowing new strategic ways to improve your kingdom and your heroes.

[/expand]

Wishlist now:



https://store.steampowered.com/app/2007040/Heros_Hour__Rogue_Realms/




Save 25% off the game!



To celebrate the DLC announcement, enjoy a 25% discount on the base game until June 9th!

https://store.steampowered.com/app/1656780/Heros_Hour/

v2.2 pre-D (Closed Beta)

As those who have subscribed to the newsletter have seen, the 2.2 patch is on the closed beta branch, in it's 2.2 pre D version!
For those of you who do not have access and do not want to join the newsletter to get it, this version should go live on June 6th!

Here's a list of changes :

FEATURES


<*> Special weeks - each week will have a name and a lot of them will have a special effect
<*> Settings for random/standard maps, random/standard town layouts and to allow special weeks
<*> Several new unit abilities added, meant for future units. These can already now be used for mods
<*> New Undead unit ability for undead units
<*> 15 new artifacts
<*> A new artifact set bonus: Extracter
<*> Skill tooltips and Unit tooltips now by default shows an abbreviated tooltip text, which can be expanded by pressing Shift

NODEMAP AND TILEMAP EDITORS


<*> Improvements to switching between playing and editing Nodemaps and Tilemaps
<*> Nodemaps and Tilemaps now show their description the same way that normal maps do
<*> Node map editor now works in resolutions from 720p to 1080p
<*> Several improvements to the Tilemap interface
<*> Enabling selecting modded faction towns and Delirium and Pillar towns in the tilemap editor
<*> Enabling placing Neutral heroes incl. modded neutral heroes in tilemaps
<*> Node map editor now has access to Obelisks, Palaces, Monuments, Portals, Shrines and Redwood
<*> Node map editor now has toggle-able generation of sea resources etc
<*> Node maps and custom maps can now be removed from the map selection screen by using a Delete button. The map file will be renamed so it can still be restored later
<*> Tilemaps now can place user-made graphics on the maps
<*> New invisible obstacle for tilemaps

NEW MODDING CAPABILITIES


<*> Town screens for modded factions
<*> Default town screen background (14 new backgrounds) or user-made
<*> Automatic building sprites, selected building sprites or user-made
<*> 2 slots for unique buildings per faction
<*> Custom scripting system for implementing new mechanics
<*> Unit abilities
<*> Artifact sets
<*> Custom artifact effects
<*> Hero skills
<*> Spells
<*> Unit skins

CHANGES


<*> Town structure grids are now static by default, meaning that each time you play as e.g. Order, buildings will have the same requirements. There's an option in advanced map settings to randomise town grids
<*> Camping now increases mana regeneration by 50%
<*> Fleeing now makes the hero lose their first aid tent and ballista
<*> Reworked town generation system to be more flexible. Some building placements have been altered
<*> Positive morale now gives a chance to resist terror, while negative morale gives a chance for units to flee. The chance scales the higher / lower morale is
<*> Inert unit ability renamed to Mechanical
<*> The power threshold for the unit ability Swallow can now be set more exactly using new modding abilities Swallow1 and Swallow+
<*> Hexed units (units turned into frogs) will now retain the damage taken while being a frog
<*> The resource panel in the top left now resizes when you have extra special resources, such as Pearls or Gems
<*> Caravans now avoid going to camped heroes
<*> The post-battle summary screen now shows how much gold was gained via Plunder / Midas Touch
<*> While playing Hotseat, a new Surrender option appears in the main menu
<*> Picking up gold created from plunder / midas touch no longer costs movement
<*> The buttons to open various town menus now show tooltips
<*> Updated town tooltip to graphically show what units can be created
<*> The stat bar in the hero screen has been updated to make the stats clearer to read
<*> Spellpower tooltip now displays info on various spellpower boosts
<*> Portals are now coloured on the minimap
<*> Aro Nei's mastery now applies to Dragonworms

BUG FIXES


<*> Fixed a memory leak in the main menu map selection screen
<*> Fixed a small memory leak related to loading mods
<*> Changed distance to the centre for maps with 4+ players, decreasing the chance of map gen glitch with concentric rings of lands
<*> Transformed units that are turned into frogs turn into the original unit after being defrogged
<*> Faction mods will no longer crash when describing a hero's unit with the name of the upgraded unit instead of the basic unit
<*> Fixed a crash relating to a missing MOD SETTINGS.txt file
<*> Swallow ability will not affect heroes
<*> Fixed a bug relating to generating heroes when MANY faction mods were installed at once
<*> Fixed a bug causing Vaults to generate with upgraded neutral units
<*> Fixed a bug causing a crash when you have 9+ faction mods installed
<*> Fixed a bug that made number of hidden beasts rise exponentially the more hidden beasts were killed

2.1.1: Hotfix

CHANGES


- Anth of Thorn has had their real skill tree restored (by mistake, most of it was replaced by Dani the Free's tree for release)
- Putting the game into windowed mode at the monitors max resolution now removes 75 vertical pixels instead of 40
- Names of Delirium heroes are now drawn at a smaller scale in the lexicon
- Unique buildings in lexicon are now drawn differently
- Modded faction lexicon descriptions now work like canon faction lexicon descriptions
- Modded factions no longer display their missing town screen or buildings in the lexicon
- Realigned the resources in the top left resource bar
- Loading an old map now alerts the user that it's being converted to a newer version of the map

AVATAR SPECIFIC FIXES


- Avatars now transfer spells, stat buffs and skills learnt via Guild of Mages etc to the hero correctly
- This should also work with other town-based buffs such as Sky Pillar, Hostler, etc.
- Units gained via Treasure Chests, Wishes or Ruins no longer transfer from avatar to hero
- Spells gained via Beacons now transfer to the hero
- Interacting with the docks now works correctly with Avatars


BUG FIXES


- Fixed a bug causing a crash when trying to sell an artifact and playing a non-English version of the game
- Fixed a bug causing faction mods to change what units were created from Allure and other canon units
- Fixing a bug making the displayed cost of upgrading a unit different when in town garrison compared to on visiting hero
- Fixing the display cost and actual cost of upgrading units being slightly different because of rounding differences when upgrading many cheap units
- Fixing tooltips of town buildings displaying when your mouse is hovering over UI buttons just beneath them
- Fixing a bug that could happen when several caravans moved across the map at once
- Fixing a bug that would crash the game when hovering over the "sell artifact" button without an artifact in English
- Fixed a bug with Decay faction backwards compatibility
- Fixed a bug with mercenary hall backwards compatibility
- Reduced / fixed a bug that led to save corruption

Hero's Hour 2.1: New faction Delirium out now!

The faction is coming with a bunch of new content: 26 new units, 8 new unit abilities, 2 new hero skills and 5 new faction unique mechanics

Check our new trailer



Lexicon preview




In love with beta test new updates?





Exclusive discounts!


If you don't have the game or want to check more Goblinz Games, we are running exclusive discounts for our Publisher Week:
https://store.steampowered.com/sale/goblinzpublishersale2022

v2.1a (Closed Beta)

The version 2.1a is up on the closed beta! Here is a list of new content and changes :

Added the Delirium faction


<*>Added the Roar and Gaze faction hero skills
<*>The fear mechanic has been changed to support the Roar and Gaze skills
<*>Added 9 Delirium faction units + 9 upgrades
<*>Added the Sacrifice, Evolve, Swallow, Wail, Astral, Host, Potent Soul and Heir unit abilities
<*>Added the Tainted Mines mechanic
<*>Added mechanics for Crystal of Tainting, Forbidden Tome, Lost Tavern and Idol of the Three faction
specific buildings
<*>Added the Glare spell accessible via the Gaze skill
<*>Added three new boss units for the Idol of Three

Unit Expansion


<*>New neutral units: Grey Boy, Sneagle, Spinesaur, Thorn Giant, Grell, Dragonworm and Wyvern

Faction Mechanics Reworks


<*>Earthen’s Monument of War now works as both the Monument of War and Temple of War combined
<*>Earthen’s Temple of War now gives +1 morale to visiting heroes and a rankup of Grudge or Soul of the
Earth
<*>Decay’s Soul Siphon, Soul Transmuter, Soul Beacon and Throne of the Dead have been reworked. <*>Raising undeads no longer cost Binding Power; Binding Power has been removed altogether. Instead,
the Soul Transmuter allows you to spend Mercury to instantly convert 30 Soul Power into units
<*>Enclave’s Incubation Chamber and Slithering Temple are now accessible one town level earlier
<*>Enclave gets a new building: The Dragonworm Shrine, which allows upgrading Leeches into Dragonworms

2.1 Closed Beta is here!

Helloooooo everyone!

As we announced a few days ago, in addition to the open beta, we are now opening a closed beta for a major update that's coming! So, a quick recap :

- Why a closed beta?
Since this is a Major update, a lot of different things could go wrong, so we want to limit the access to people that are aware of this and willing to take the risk to test new features

- How do I opt-in?
To get the access code, as announced previously, you'll have to subscribe to a newsletter, and a code will be sent to you to access the branch, with the procedure on how to do it, and the procedure to report any issue you'll face. However, there's a mistake I made in the last news and I want to correct myself : when you'll subscribe to this newsletter, you'll also receive news concerning Hero's Hour later. People that already registered to the newsletter before will also have to register to this one

- Why giving the code by mail?
We do have some procedures we want you to read (either to access the closed beta branch or to report the issues), and the easiest way for you and for us was to give all the informations in one place. A mail seemed like the best option!

- What's new?
There is a patchnote coming. However, to sum it up, what's to test is the new faction with their many new mechanics, as well as changes to faction unique buildings for Enclave, Decay and Earthen

- How long is the closed beta going to last?
We plan to leave it for a week, and then pushing the version on the open beta branch after that. Note that it will depend on how many and how severe the issues you might find are


Please note that this code we grand you access to the Closed Beta Branch, so you'll also get access to all future closed betas, and you'll get a mail notifying you when they come!

Something we wrote it in the mail you'll receive but I'm writing this here too, cause it's important :

As the traductions are not yet fully done on beta, you cannot play the closed beta in any other language than English. If your game was set in another game language before launching the 2.1a version you have 2 solutions :
- Get back to another version of the game and set it to English, then come on the closed beta branch again
- Delete the opt.txt file in C:\Users\YourUserName\AppData\Local\Hero_s_Hour

Please click here to get your code & instructions! :





Cheers,

Thomas