[h3]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! 🎉[/h3] [img]https://clan.cloudflare.steamstatic.com/images//40741272/cd16149703d638da09683424ada24e146afb7346.png[/img] 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: [list][*] 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[/list] Good luck within a now even more magical version of Hero's Hour! [h2][b][u]FULL PATCH NOTES[/u][/b][/h2] [h3][b]MAJOR FEATURES[/b][/h3] - 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 [h3][b]MINOR CHANGES[/b][/h3] - 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 [h3][b]COMBAT AI CHANGES[/b][/h3] - 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 [h3][b]BALANCE CHANGES[/b][/h3] - 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 [h3][b]FIXES[/b][/h3] - 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 [h2]Play Now! [/h2] https://store.steampowered.com/app/1656780/Heros_Hour/