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

Hero's Hour

v2.0.7a (Open beta branch)

Hello everyone!

As you migt have seen on the news/Forums, we have an open beta branch for the game! Here are the changes that have been done for this 2.0.7a update on the beta branch.

v2.0.7a



CHANGES TO RESOLUTION, WINDOW/FULLSCREEN AND UI SCALING



<*> changed the way the game draws things in different resolutions
<*> UI scale 100 is now default
<*> UI scale 100 draws everything at a 1:1 scale for all resolutions
<*> due to the new use for UI scaling, the arrows for UI scaling now change the scale by 10 points, and the buttons for "Reset Scale" and "Auto-Scale" have been removed
<*> all common resolutions are now available as options for the size of the window mode
<*> changed the way the game view updates when changing resolutions
<*> the game should now support all aspect ratios without black bars
<*> the game now remembers your window resolution and windowed/fullscreen settings


FEATURES



<*> you can now toggle on and off mods within the game settings menu. Restart is still required
<*> a new button in the game options menu now allows you to restart the game to instantly reload mods. Might lead to memory leak if used several times
<*> uploading mods to steam workshop has been changed to be more user friendly and give better feedback


SKILL BALANCE



<*> when units created via bodyguards die, they will now take some time to replenish (10% replenishment per day)
<*> the champion statue now gives:
<*> week 1-3: +1 bodyguards rank
<*> week 4-6: +2 bodyguards rank
<*> week 7-9: +3 bodyguards rank
<*> armorer now gives 6% health increase (up from 5%) and 50% chance of projectile protection (up from 20%)
<*> offense now gives 6% attack speed and movement speed increase (up from 5%) and 15% rage damage increase (up from 10%)
<*> archery true-strike proc chance is now 4% + rank (down from 5% + rank)
<*> hydromancy, aeromancy, terramancy and pyromancy now give +65% base spell effectiveness increase (up from +50%)
<*> all spells now have a 6.667% longer cooldown
<*> sorcery now gives 35% faster cooldowns and scales more predictably (up from 33% with diminishing returns)
<*> scouting's diminishing returns from proccing often are less powerful (-25% per proc, down from -33% per proc)
<*> diplomacy, necromancy and demonology now offers 5% more units, and at 10% less cost
<*> diplomacy description has been updated with the v1.9 buff + the new buff
<*> demonology procs are now less random
<*> mysticism now gives +40% base spell effectiveness increase (up from +25%)
<*> plunder now gives 10% more gold after combat
<*> plunder now has a moderate chance of yielding artifacts after combat
<*> First Aid tent now costs 2000g (up from 1000g), and Ballista now costs 1500g (down from 3000g) - since the total cost of both is now 3500g instead of 4000g this is considered a buff to Engineering
<*> combat now gives +100 hp (up from 75) and +30% damage per rank (up from 25%)
<*> midas touch now gives +65 hp (up from 50) and 20% proc chance (up from 15%)
<*> bloodwarping now scales less strongly - rank I now and before are the same, but rank IV now will be only as strong as rank III was before


FACTION BALANCE



<*> Counting House, Hostler, Conscription Centre and Gryphon Tower are now all available one town level earlier
<*> the cost of using the Aether Forge now increases by 5% each time it is used
<*> Banner of Champions now costs only 2 crystals (down from 5)
<*> Sky Pillar is now available at town level 2, but also costs 5 ore
<*> Pearl mechanic for Tide is now 50% more impactful
<*> Pillars of Essence now costs 10% more resources to use
<*> Recipes for the Pillars of Essence are now randomised each match
<*> Pillars of Essence is now available one town level later
<*> Tea House is now available one town level later
<*> Enclave and Earthen have a buff scheduled for v2.1


CHANGES



<*> minor adjustment of the detailedness of the unit coloration surface in battles
<*> the main menu battle now draws a black background
<*> dragging the screen with middle mouse button now disables the auto camera the same way that scrolling or WASDing does
<*> changed the way the UI for selecting the position of using an adventure map spell looks
<*> Pillars of Essence unique building is now placed on the 4th row of the build grid
<*> Tea House unique building is now placed on the 3rd row of the build grid
<*> the hero window UI will now always show the hero page at the start instead of showing the spellbook if you had opened the spellbook last time
<*> units with Rebirth active (phoenixes) will now be resurrected when combat is won
<*> MODDING: the various ways of spelling the Windup and Projectile Prot abilities now all work
<*> MODDING: Artifact mods can now give faction skills
<*> Faction choice screen has been redesigned to better support various resolutions and extra modded factions
<*> The Lexicon is now shown at 100% scale always, but players using lower resolution displays can scroll around it using WASD or holding the mouse at the edge of the window
<*> The Achievements lexicon page no longer moves as you move the mouse
<*> the AI will now choose the 2nd alternate unit instead of always picking the first
<*> spell descriptions for Magic Arrow and Iceball are now more precise
<*> island maps will no longer generate landmasses that reach the edge of the map, which fixes issues with unlucky placement of Docks
<*> the game will now display the world scaled to 1x - 2x - 3x - 4x instead of 1x - 2x - 2*sqrt(2)x - 4x when zooming in and out


BUG FIXES



<*> fixed Puzzle Master achievement not unlocking
<*> fixed the previous balance changes to neutral units applying to the wrong units
<*> fixed how adventure map building windows were placed on the screen to better support low resolution monitors
<*> changed the position of the "Done" button in the town screen for low resolution monitors
<*> changed the position of the Army Creation screen in the town screen for low resolution monitors
<*> the position of the "Advanced" and the "Back" buttons in the map selection screen have been fixed for low resolution monitors
<*> fixed the UI for selecting the position of an adventure map spell being weird in some resolutions
<*> fixed a crash happening whenever you hired too many heroes as a modded faction
<*> fixed a rare issue that could cause a crash in combat
<*> fixed a rare crash that could happen when alt-tabbing from the game at the precise moment it opened
<*> fixed an unexpected interaction between right clicking units in the army deployment tab and right clicking to split war groups on the battlefield, which could be used for unit duplication
<*> Bodyguards units no longer die at the end of combat the way that summoned units do
<*> fixed a bug that would make some of your units disappear if you exited an adventure map building UI by unconventional means
<*> opening the lexicon in the main menu now pauses combat, improving performance while in the lexicon
<*> fixed Resurrection spell resurrecting corpses of upgraded units as their base versions
<*> fixed unit group mods breaking if more than 1 of them were loaded due to their names loading wrong
<*> fixed (unused) the technical unit groupings being messed up when faction mods were loaded
<*> fixed the Tooltip for Overgrown Gold Mines saying they give 5000 gold each week when they actually give 2500
<*> fixed the Overgrow Gold Mine? UI window saying they give 5000 gold each week when they actually give 2500
<*> fixed a building being able to spawn right at the diagonal lower left corner of a town, blocking paths to the left
<*> fixed a bug that would unlock the Patience achievement when playing on a custom map
<*> fixed a bug that would give a hero infinite XP gain if you continuously equipped and unequipped an artifact that gives Learning
<*> fixed a rare crash that could happen when entering battle while tabbed out
<*> fixed the tooltip of spellpower erronously saying it increases power by 5% when it actually increases it by 10%
<*> fixed an issue that made the game hang when using certain cheats in debug mode

Some global news + open and closed betas annoncements

Hello everyone!

It's been a while we didn't really give news over here. I'm here to fix that! Bear with me, it'll be a bit long but I think that's important.
So! First of all, ThingOnItsOwn wrote a message he wanted to post here, but due to some Steam Forum's witchery, he wasn't able. But here is the message he wanted to post :

"Hi all! I don't think I've formally introduced myself. I don't much come around these strange steam parts. Usually I hang out over on the HH discord server, but I'll do my best to show my head here now and then when there's stuff to tell.
And there *IS* stuff to tell, in fact. The rumours of my demise are vastly exaggerated.
Throughout the last three weekends, I've been working on three different things:

  1. Modding improvements
  2. The 12th faction
  3. The v2.0.6 and v2.0.7 updates

But in this strange land of post-release development, time has become a relative substance, so the things I am working on now might actually be things related to events in the future. As such, the three points above each relate to their own point of time.
Right after releasing the game, I made several major patches, which we rushed through QA. This ended up backfiring when I accidentally released an update that reliably corrupted any save file from previous versions when loaded in the new version. I managed to fix this issue within 24 hours of the update, or something like that. But it still made me realise that with such a large playerbase, I have to be more careful.
Being careful and patient does not gel with my personality. But I'll have to make an attempt at prudence.
Thus, the v2.0.7 patch is not being pushed to all of you just yet. It is, instead, currently an opt-in beta. I'll be posting the patch notes in a separate announcements so you can see what awaits in the 2.0.7 update. It's a lot of good stuff. Monitor support, modding improvements, bug fixes and MANY balance changes.
The beta branch for v2.0.7 is named beta_for_next_minor_update. This branch will continuously be used to test updates before they go live. If you experience crashes while playing a beta branch, please tell us what version you were playing as the crash happened.
As the name might suggest, I am also planning to get a beta_for_next_major_update up at some point when we get closer to the v2.1 update. The v2.1 update, planned for late April, will add in a new faction, with all usual madness that a new faction entails. That's:

  • 26 new units
  • 8 new unit abilities
  • 2 new hero skills
  • 5 new faction unique mechanics

It'll be a doozy. And it'll be a free update. To thank you all for the great launch experience and for bearing with me as I try to get everything together to make the game shine as best it can.
The last cool thing I want to share is that I took some time this weekend to implement some custom scripting for Hero's Hour, which will - when it's finished - allow modders to add skills, abilities, spells and other mechanics to the game.
It's still far from fully finished - the Discord modders, whom I gave a preview of the implementation, are varyingly growing grey hair or pulling that grey hair out - but when it's finally ready, it'll be the greatest update to Hero's Hour modding since the faction mods were implemented for Christmas. I'm expecting it in some sort of less limited release in May.
Okay, I think that's it for now. Hope you all are safe whenever this reaches you. Have a good one!
- ThingOnItsOwn"

Soooo let me summarize !

There is, right now, a beta branch with version 2.0.7a on it. We did not deliver it right away, cause there is a lot of things that's been changed/fixed, patchnote coming shortly after this post. The game is huge, wide, and actually I, as a QA, cannot really ensure how stable it is. So remember, if you chose to opt in this branch, that it might not be stable. To access it, simply right click on your game in your library, go to properties, beta tab, and you should be able to chose "beta_for_next_minor_update" branch. It'll update your game, and there you go!
To revert it, you can simply go back to the default branch and it'll update your game back to the stable version

I know a lot of you are willing to help, given the different bug reports we have here, in steam reviews, on discord, in mail.. And that's something I had trouble keeping under control. So if you're asking yourself, when having a bug, "Well tell me Thomas, where and how do I report it?"
Well let me give you a quick process that'd help both ThingOnItsOwn and I for reporting/finding cause/resolving :

  1. First of all, tell us which version you're on. Even more since there's now this open beta branch, it is important that we know this
  2. A quick description of what you were doing when the bug occured
  3. If you had a crash, please copy the text in the window that appears when the game crashed
  4. If possible, send your game files as a .zip file. They are located in this folder : C:\Users\YourUserName\AppData\Local\Hero_s_Hour. You can send the full Hero's hour folder. Appdata is an hidden folder, you might have to make windows show hidden folders to you
  5. And lastly, depending on the issue you're having, if you've got a screenshot of what's happening, that'd be perfect!

"Alright, we now what we can do.. But where do we report it?"
Well there are 2 solutions that'd be the best for us :

  1. Directly in the Bug reports section on the Discord : And ThingOnItsOwn is more active over there, as he says himself!. Here's an invitation link : https://discord.gg/AHVr5r3PPY
  2. You can also send everything to Goblinz's support mail : support@goblinzstudio.com

The fact that the reports would be mainly focused on just 2 different places would help me a lot!
Alright, now for the last part of this message : We indeed talked about a 2.1 major update!
Before release, it'll also be on a beta branch, but this time it'll be a closed beta.

How do you join this closed beta?
Well keep in touch, we'll post messages in different places. We'll grant access by mail!
Just to precise, to be sure : If you've already suscribed to Hero's Hour newsletter, you will still have to register to get a mail with the access to the future closed beta branch
We do this to be sure that Newsletter and granting access to the closed beta are two separate things (so we won't spam with news mailboxes of people that just want the code for the closed beta)

Keep an eye on Steam forums and Discord to be aware when we open this closed beta!
Alright, that's it for me, thanks for taking some of your time to read all this!

Cheers,

Thomas

Factions guide

Learn more about the factions in our commented video by th_pion

[previewyoutube="R4J05Mq4HoY;full"]

Feel free to share your comments about the video! I hope it will help new players to learn the game

If you want more strategy guide and news, you can subscribe to our newsletter here:

Bug fixes for the bug god!

v2.0.5

BUG FIXES
- fixed a bug that would sometimes make the game crash when deleting a save
- fixed a bug that meant that saves from pre v2.0.4 that were loaded in v2.0.4 and then saved again would crash upon next time they were loaded - those save files affected are now once more compatible
- fixed a bug that duplicated any unit resurrected from a corpse (first aid tent, resurrection unit ability, immortal unit ability, rebirth unit ability)
- fixed a bug that would create a tiny bit of lag and memory leak during combat
- fixed a bug that prevented neutral mob stacks from counting towards the Soul Beacon power

V2.0.4c Patchnotes

v2.0.4c


BUG FIXES

<*> fixed faction mods using the wrong units as wall turret defense units, especially when several faction mods were installed at once
<*> fixed the "done" button on hero level up screen potentially overlapping with UI elements, interrupting the level up
<*> hovering over the Battle speed button no longer moves the camera in battle
<*> fixed several errors in the first version of the new load game screen
<*> fixed a bug that allowed you to gain units from monuments without paying
<*> fixed a save corruption issue where sometimes an artifact would not save its index. This might still cause artifact corruption (turning into a Four Leaf Clover), but won't crash the game. If you see artifacts turned into Four Leaf Clovers when saving/reloading, please report any relevant circumstacnes with your bug report
<*> fixed a crash that happened when switching to a custom map while selecting starting hero for another map
<*> fixed a crash relating to first aid tents resurrecting bodyguards (might also need to have been frogged bodyguards)
<*> fixed the Pillar of Essence graphics looking wrong when using the small or classic town screen
<*> fixed Arcane and Order towns showing the wrong icons for their faction mechanics
<*> roaming armies can no longer spawn inside neutral towns
<*> changed map generation code so no maps can have more than 16 sets of portals (this affects at least Ten Towns, making the map more playable)
<*> fixed a bug that made new maps with randomised skill trees unable to start
<*> fixed several issues relating to randomised skill trees. They should now work correctly
<*> fixed Tea House giving access to Engineer's Workshop when using the small or classic town screen UI
<*> fixed graphical issues with Tea House on small / classic town screen UI
<*> made changes that should fix an irreproducible crash that happened sometimes in combat at 2x speed
<*> fixed crash that happened while trading units between two heroless regiments and the > buttons overlapped the units
<*> fixed Puzzle Master not unlocking if you had saved and reloaded during the game
<*> made changes that should fix an irreproducible crash that happened sometimes with a first aid tent
<*> AI will now value visiting a Mana Well proportionally to how much mana their hero is missing
<*> fixed some Tide units not being boostable by pearls
<*> fixed the pearl boosting button being placed poorly in the unit creation UI
<*> fixed a crash that happened in combination between certain mods and changing language
<*> fixed map-building Palace of X not showing its gold income in the gold income tooltip
<*> fixed the gold income tooltip showing the wrong amount of gold income if you had several gold mines
<*> fixed an issue where Midas Touch gold would be awarded to the wrong player sometimes
<*> (potentially fixed) Voices of Wrath music track being silent for some users
<*> Nomads no longer will survive being killed or fleeing
<*> fixed a bug relating to trading units with Earthen Guards?
<*> fixed Scrying achievement not unlocking correctly
<*> fixed AI players fighting against AI players being able to flee, appearing back at their home town and bringing the boat with them
<*> there are now graphics for skills leveling up beyond Rank 10 all the way up to Rank 20
<*> fixed a bug that made upgraded dragons from Dragon Temple not correctly stack
<*> weaker enemy stacks in Easy mode now apply to all human players instead of just player 1
<*> Hex now prevents de-frogged non-permanent units to Split or Bud, fixing issues where high levels of Hex could make units like Mercurials go infinite


FEATURES

<*> setting for combat camera. Three options: Auto (current), Mixed, which both automatically moves camera, but allows panning / WASD / edge scrolling and temporarily disables automatic motion, and manual, which entirely removes the automatic combat camera
<*> load game menu has been redesigned
<*> MODDING: Unit group modding
<*> MODDING: Mod loading progress log


UNIT REBALANCING

<*> Increased health and damage by +5% for the following units (and upgrades): Militia, Cavalry, Strongarm, Treant, Bladesinger, Golem, Scroll, Boneguard, Imp, Canine, Capra, Goblin, Raider, Cyclops, Anaconda, Gilazard, Rex, Moss Golem, Troglodyte, Minotaurs, Cannoneer, Geyseral, Harpooneer, Rock Earthen, White Yeti, Horror, Carcass
<*> Decreased health and damage by -5% for the following units (and upgrades): Forest Spirits, Deadeyes, Bonewyrm, Runescribe, Tricrow, Spirited Fire, Hellgoat, Ash Demon, Ashen Giant, Ocean Menace
<*> Decreased health and damage by -10% for Mercurial
<*> All Blight units gain +5% base stats (Onyx Rod, Malavian, Blightstinger, Crawler, Malcorvid, Blight Monstrum)
<*> Seraph gains ability Aura of Power - Gryphon starts with retaliation
<*> Wildspeaker now summons Forest Spirits - the Druid now starts with Summoning for Anima
<*> Liongod gains ability Terror - Incarnation now starts with charge
<*> Thundergod gains ability Empower
<*> Stats of units summoned by Hunter and Ice Sculptors (bodyguards ability) has been reduced by 10%
<*> Pride gains ability Rebirth - Wrath now starts with Burning
<*> Archopriest gains ability Empower
<*> Miner gains ability Taxpayer - Carver loses ability Knockback
<*> Unit ability Fortune has its luck strike chance reduced from 30% to 15%
<*> Waveborn gains ability Versatile
<*> Aetherting gains ability Empower
<*> The "Power" stat of boss units, Horror and Rex has been decreased slightly, making them slightly cheaper to field in battle - their stats remain the same


CHANGES

<*> In Easy difficulty setting, AI have the number of units healed by infirmary reduced by 66%
<*> In Normal difficulty setting, AI have the number of units healed by infirmary reduced by 33%
<*> Heroes that are killed will now not only lose all movement points, but also gain Tired: 1
<*> Earthen Guards and Guardposts will no longer send units to the infirmary when defeated
<*> when choosing a different map in the map selection screen, the menu for picking faction and hero will now reset instead of staying open
<*> Lexicon > Faction > Skill tree - clicking anywhere on screen will hide the selected skill tree once more
<*> When opening the game, it should now unlock steam achievements that have been unlocked in-game previously
<*> Call of Champions now specifies in text that it only works for Horde units (translations might take some time)
<*> Nomad armies now recover their units more slowly (from 50% to 33%)
<*> Crawling Cave now correctly specifies that it creates Corpseeaters, not Goblins
<*> Dragonking skill can now spawn several dragons after a fight if you get enough points. Also slightly changed the Dragonking proc graphic
<*> Scrollbar on map selection screen is now correctly aligned
<*> Very slightly increased XP requirement growth per level (+1%)
<*> Pillar is no longer always shown as one of the combatants in the main menu battle
<*> numbers of units sent to infirmary is now rounded down instead of to closest integer

V 2.0.3 Patchnotes

BUG FIXES


  • Fixed a bug that allowed dragging units out of monuments without paying for them
  • Fixed a bug that allowed you to gain units from monuments without paying
  • Fixed a save corruption issue where sometimes an artifact would not save its index. This might still cause artifact corruption (turning into a Four Leaf Clover), but won't crash the game. If you see artifacts turned into Four Leaf Clovers when saving/reloading, please report any relevant circumstacnes with your bug report
  • Fixed a crash that happened when switching to a custom map while selecting starting hero for another map
  • Fixed a crash relating to first aid tents resurrecting bodyguards (might also need to have been frogged bodyguards)
  • Fixed the Pillar of Essence graphics looking wrong when using the small or classic town screen
  • Fixed Arcane and Order towns showing the wrong icons for their faction mechanics



CHANGES



  • When choosing a different map in the map selection screen, the menu for picking faction and hero will now reset instead of staying open
  • Earthen Guards and Guardposts will no longer send units to the infirmary when defeated


V2.0.2

BUG FIXES

  • Bug fix: Fixed a bug that allowed dragging units out of monuments without paying for them


CHANGES

  • Expanded credits screen to include all collaborators
  • Modifications in Korean language to fit the UI

HERO'S HOUR IS OUT NOW!

Hey everyone,

This is it, Hero's Hour is OUT NOW! 🎉🎉🎉

[previewyoutube="6SmMSww033c;full"]

Features


  • 11 factions with special mechanics, strengths and weaknesses
  • 22 hero classes, with a special skill each
  • 50 common hero skills
  • 177 units (and 99 upgraded units)
  • 80 unique unit abilities
  • 166 artifacts
  • 83 spells (+18 spells unlocked via skills)
  • Dozens of impactful map buildings
  • Local "hotseat" multiplayer
  • Co-op with other players or even with the AI

If you like the game, please wishlist, share or leave a positive review to show us some love and support! ♥

You can also buy our Supporter Pack on the game page to get awesome digital goodies, or even the Supporter Edition to get an extra discount on both the base game and the Supporter Pack!

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

Thank you so much for your support!

-ThingOnItsOwn & Goblinz Publishing

⚔️ Hero's Hour - Steam Next Fest

Hi everyone,

As part of the Steam Next Fest, you can try out our demo! 🎉

But if you prefer watching some gameplay, you can take a look at our pre-recorded video made by Nookrium!



And as we've never been so close to the release, please make sure to add the game to your wishlist.
It helps a lot! <3

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

Hero's Hour has a release date!

Hi everyone,

We're very happy to announce Hero's Hour will launch on March 1st!

Check out the release date announcement trailer:

[previewyoutube="xAcVpDAY1mc;full"]

Up-to-date features



  • 11 factions with special mechanics, strengths and weaknesses
  • 22 hero classes, with a special skill each
  • 50 common hero skills
  • 177 units (and 99 upgraded units)
  • 80 unique unit abilities
  • 166 artifacts
  • 83 spells (+18 spells unlocked via skills)
  • Dozens of impactful map buildings
  • Local "hotseat" multiplayer
  • Co-op with other players or even with the AI

Wishlist now ♥



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