As promised last week, we have completed the new spawning system for all of you to try! Currently it is only available in the Commanders game mode, we're working on converting Onslaught to use the same system next.
With this new system, you will no longer need to select a unit and then purchase it. The process now only needs you to select a unit, you will automatically purchase it as soon as you place it in a valid location.
We look forward to seeing screenshots of all your new formations!
New Features
New Spawn System for 1v1 Commanders
When spawning a unit you will be asked to give it a position to spawn at within your spawn area, this will allow you to create formations more effectively
Selecting a unit's spawn location will now give you the option to move it or sell it
Commanders tutorial has been updated to reflect the new spawn system
Multiplayer Commanders has also been updated to work with the new spawning system
Fixes
Fixed a problem with an invisible wall in Onslaught Tutorial that would block proper use of the cannons
Fixed an issue where if the AI had enough income it would build units faster than they could spawn resulting in it never spawning units again.
Commanders got some extra error checking
Feedback
Let us know if there are any improvements you would like to see with the new spawning system, or any changes you are interested in seeing. We're happy to listen and to talk about Shadow Heroes with you guys!
Patch 0.3.3
Greetings Captains!
This week we've started a makeover for our game modes. We're going to alter the way units are spawned. We will go away from the current random placement within an area and allow you guys to place them anywhere inside an area.
It is still too early to include that feature in 0.3.3, because we have not had the chance to test it thoroughly. Still, I'm confident you will all get to play with it next week!
New Features
New lighting for both Faircrown and Cave Entrance
Units that are not visible (due to trees, rocks or other things in the way of the camera) will now show you a silhouette of them at that location
Fixes
Fixed surrender option during Onslaught to work with the updated Door
Commander names should once more show up
Units will once again be able to properly move on the bridge to Faircrown and should not get stuck on it
Fixed targetting on the bridge, you will no longer be able to target invisible walls
Feedback
We'd love to hear your thoughts on the core gameplay of both Onslaught and Commanders. Is there anything you guys dislike or want to see improved?
Patch 0.3.2
Greetings Captains!
This week we focused on quality of life improvements based on the feedback we gathered from you guys.
New Features
You can now rotate the camera with Q and E
Zooming in all the way will now tilt the camera up a bit more to give you a better view of the battle
Trying to hire a unit when you don't have enough leadership will now show you an error
Game settings now default to fullscreen with medium settings
Improved pathing in Onslaught mode
Roshan has a chance of being selected by the AI in Commanders mode now
Enemy Wave will also display which wave number you are on
Fixes
Fixed minimap issue on the Faircrown Bridge map
Next wave portraits will no longer get cut off on the bottom row
Corrected a glitch that allowed you to progress in the Onslaught tutorial without performing the required action
Fixed an issue that would erroneously display windowed mode in options if you were in fullscreen
Feedback
Thank you guys for all your feedback thus far, we always appreciate it. Whether positive or negative, as long as it is constructive we can use it to make the game that much better! Always speak up to let us know what you like or dislike so that we know what to focus on.
Onslaught Mode Improvements
Greetings Captains!
As it is tradition, every Friday we create a new patch with fixes and updates. Since this week we had our major update, this patch is going to be very small in nature.
New Features
Fixes
Help us spread the word!
We're a small team and we rely on our fans to get the word across. We want to grow our community with your help. Spread the word about our beloved strategy game across any social media channels you have access to. With more feedback, we can easily make Shadow Heroes a game that everyone will enjoy!
Onslaught Mode Is Here
Greetings Captains! Deep from the caverns that run beneath Hendrika, the Shadow Heroes team has conjured up our first major content release since our launch on early access! Check out the new TRAILER and continue reading for all the details!
Onslaught Mode
Let us know what you think! If you like what we're doing, please leave a review. There are more updates coming every week so keep your eyes on the Shadow Heroes: Vengeance In Flames Steam Page. Thanks again for your ongoing support, we hope you enjoy the changes!
Major Update
Greetings Captains!
As many of you know, we strive to put out updates every week. This lets us react to your comments very quickly, which we believe improves Shadow Heroes. I’m happy to announce that our next update will be our first major update since our Early Access launch. In it we plan on adding a new game mode that will put your defensive skills to the test against an onslaught of enemies.
In this new game mode you will face waves of enemies trying to break into Faircrown Keep. Your goal will be to hold out as long as possible. Doing so will reward you with new items every few waves (tentatively 5). Instead of building up leadership every second, like in 1v1 Commanders, you will gain a set amount each wave to recruit more units. You will be able to choose from multiple locations where troops will spawn in and at the end of each wave you will gain bonus leadership for each one that survived.
Proper unit composition and placement will be key in this game mode and we look forward to seeing how long you can survive!
With that in mind, we may need just a little more time than normal so we are postponing our update that is scheduled for Friday June 17 to instead be released on Wed June 22. This delay is so that we can focus on making this update as flushed out and properly tested as possible. We are excited to hear your feedback and would love to know what strategies you are thinking up.
Patch 0.2.14
Greetings Captains!
This week we introduced a new commander to the startup, Roshan the cherub. This little trickster has the ability to damage enemies while healing friendlies (including himself) with his regular ability and will completely stun every enemy unit caught in his ultimate fog trick!
This commander marks the end of all support type commanders, who do you want to see next? A Core commander or an Assault? Let us know!
New Features
Fixes
Feedback
How do you guys like the new commander's play style? Do you feel like he performs as well as the others with your current unit setup?
Looking forward to hearing everyone's thoughts!
Patch 0.2.13
Greetings Captains!
This week we were able to address: some of the glitches we were aware of, made several quality of life improvements for our players, added a new system to the game that better illustrates the tug of war struggle and balanced some of our units to promote more diversity!
New Features
Balance
Exorcist
Hunter
Spirit
Paladin
Archangel
Chanter
Martyr
Fixes
Feedback
Let us know what you guys liked or hated about this patch!
Patch 0.2.12
Greetings Captains!
This week we've been hard at work to implement some of the feedback we have received thus far.
Here is what you can look forward to in 0.2.12
New Features
Multiplayer Chat system now implemented
Keys can now be rebound in the options menu. (This currently requires a restart but we are working on that)
New Camera system that should feel smoother
You may now include your email in bug reports so that we can follow up with you and help solve your issues directly
Default graphical settings are now medium
Fixes
Fixed a collision error on the tutorial that caused the fire pit to appear in the sky
Adjusted the minimap on Cave Entrance to show the whole map
Fixed an error that caused hosts to no longer see a new players joining if one had left the room
Addressed an issue where a client that loaded into a multiplayer game before a host will not receive a hud. They will now receive a hud after the host clicks ready
Collisions added to cave level so you can’t leave the map anymore
Added a deadzone to drag select so that is is easier to click on units. We also added larger collision boxes (for selection purposes) to units as well
Very easy difficulty is now selected by default instead of normal
Feedback
One of the things I can't stress enough is how much we love hearing your comments and concerns. Not only does it let us see that you guys care about our game as much as we do, but you also want to shape it into a game that you would love to play with your friends!
We're always open to constructive criticism. If there are any aspects of the game that you just feel don't work well or you want specific improvements, let us know.
We may be a small team of two, but don't think we won't take the time to listen to everything you have to say. In the end, this project means a lot to us and we want everyone to see what we've accomplished!