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Minor update live (v2.7.2) - and v2.8 in beta

Hero's Hour · Community Announcements · January 06, 2025

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I’ve been a bit late with v2.7.2. It’s actually been out and in beta for a while, but it has only been pushed live recently. It has 10 adjustments, 9 changes to map generation, 37 bug fixes and 5 modding changes. This is as an apology for allowing at least one sort of common bug into v2.7.1. When that happened, I knew I had to be more careful with v2.7.2. Thus, it’s taken longer - but it’s here, finally.

Here are the full v2.7.2b patch notes. Below that, I’ll be writing about v2.8.



v2.7.2b CHANGE LOG



ADJUSTMENTS:





MAP GEN:





BUG FIXES:





MODDING:





So, as you can see, it’s rather a big minor update - if that combination of terms make sense.



Development on v2.8 is just about done - or at least, it is entering the stage where I’m waiting for various things to be ready, rather than having particularly much left to develop myself. You can find the v2.8 beta up on steam.

The core goals of v2.8 were:


Other secondary goals snuck in, such as expanding the dragons of the game and reworking the Arcane faction skills. The latter might sound out of nowhere, until you remember the Arcane fighter hero class skill is literally “get ore after combat”, which is about as boring as a skill can get.

Let me just run through the various major changes and talk about what they are and why they are.



New building requirement system and UI

There has been growing sentiment about the building requirement system for towns being bad. The general desire has been for all limitations for one building to require another to be removed - or most, anyway. My own issue with the current system is that as development has gone on, more and more buildings have been moved to be early on in the town’s development, which creates a flood of choices early on. Especially when a new development level was reached and - POOF - now you have 6 new buildings available - that felt somewhat off.
I’m trying out a new building requirement system which sorts buildings into three categories - commercial, warfare and magic buildings. Instead of building requirements either being a global amount of buildings built and/or a specific building, the new requirements are based around number of the various types of buildings built. So for instance, you might want to build Archmage Tribunal, but to do so, you’ll need two more warfare buildings and one more commercial building. This will still keep limits in place for building up your town and planning out your build order, while not being quite as limiting.
It also comes with a new UI which sorts the buildings in the three categories, which I hope will make it easier for new players to get an overview of their options.



New system for upgrading units

Unit upgrades have been tough to balance. They’re very core to the game, with most units actually being pretty basic and only getting their interesting abilities once upgraded. As well, they allow the player to focus on what units they think are most core to their strategy. However, I feel like as the game is now, usually unit upgrades are something you get not because you want to, but because you need another building and the upgrade is cheaper than the other options - and otherwise, you’d rather steer for more impactful buildings. There’s also a lot of micro-managing of bringing your units back to town to get upgraded, and then returned to your main hero.
The new upgrade system seeks to improve this by removing dwelling upgrades, and instead creating a single two-tier building which allows you to upgrade units. Once a unit upgrade is bought, it affects all your units across the map instantly - no more micro-managing upgraded and unupgraded unit stacks! This also leads to a minor reduction in the unit stack clutter.



Tavern rework

This one is a bit more experimental, and might change with more player feedback. There is a problem in how central the tavern is to the current way the game is played. It allows you to get more heroes for:

I’ve tried disincentivising getting the tavern early and hiring several heroes early by changing the cost, the availability of the tavern - neither seemed to really fix the issue. The building is simply too strong and also too necessary. I also do not enjoy the inconsistency of sometimes getting a hero that can do nothing, and sometimes getting one which gives gold each day or gets entourage - completely at random.
The new version of the tavern goes as follows:

Scouts are heroes in all ways apart from having skills and leveling up. You can even get xp on a scout and they’ll then level up when you upgrade the scout into a full hero. The scout is cheaper, too. Really, instead of trying to nerf the tavern, I’m now making it so that you don’t need it if all you really wanted was a scout - and the tavern, then, is more useful if you’re looking for a real hero to level up secondarily.

Other changes:


3 New Buildings for Each Rogue town

This one is kind of obvious. All Rogue towns had the same buildings. Boo! Made them feel less like 12 factions and more like a single faction (okay I guess that was the goal). Anyway, I’ve now added three unique buildings per Rogue town, which mimic the design style of the unique buildings per normal faction (i.e. Hostler, Counting House, Conscription Centre, Tower of Idolatry). That is, in total, 36 new buildings with different effects - most of them at least slightly unique.
I won’t go into detail about all of them here, because that’s a lot of buildings. I’ll just let you know I tried to develop on the various themes of the Rogue towns with the aesthetic and gameplay design of the buildings. Additionally, several of them use the new improved system for custom resources, such as the Scrap resource for Industry.
As an aside, the introduction of these new buildings have also made me go through the Rogue towns and remove various buildings from them. Thus, all Rogue towns no longer have all five of Colossus, Lieutenant Hall, Deity, Summoning Circle, Mercenary Hall - instead, each town only has two of the five, different ones depending on what town.



Rework town perks, Rogue expansions

With the removal of the old town level system with thresholds for number of buildings constructed, a new system was required for unlocking the town perks. But I do actually like the new system, because it always felt a bit jarring that you suddenly got a town perk pop-up out of nowhere when you were actually planning on doing something else. Now, instead of them being unlocked after building X buildings, they’re unlocked when building specific buildings.
For normal faction towns, such as the Order town, this is the Centre of Order, Palace of Order and Empire of Order. For Rogue towns, this is one of their Expansions, the Turrets, and the Elemental Spire. Additionally, the other Rogue expansions are getting secondary effects, too.
Finally, there’s five new perks per town.



Arcane faction skill rework

Instead of the Arcane class skills giving, respectively, a resource that can only be used in a single town building, or boring ore, the Aether system has been expanded, and the skills now do something on their own, too. Aether is now granted in four varieties: Fire, Earth, Air, Water - and is granted by defeating various enemies. Usually, it’s kind of obvious what units give what Aether, like, the Spirited Fire giving Fire, and most human units giving Air. Aether can then be used in one of three ways:


New Units

v2.8 is going to launch with around 28 new units. For now, just 10 have been added, most of which are dragons. The rest will be tied to the various Rogue towns, and are currently in development by a community artist, who has been commissioned for this. Actually, the community will get a say in what those latter 18 units are. There will be various options that the community will vote to pick which get into the game. Join our discord and keep an eye open for when the votes start.



15 new suggestions implemented

As usual, there’s been a bunch of new suggestions in the discord. A total of 145 new suggestions with 773 votes have been tallied and selected between, with 15 of them getting added to the game. These range from minor changes, like Balaenopteras getting Aquatic, to larger changes, such as new game options and a way to see the total cost of all units available in town. The largest change is that there’s now a much better system for managing artifacts.

Miscellaneous

There’s likely going to be other things sneaking in, as well as minor other improvements. For instance, there’s going to be a general graphical improvement to spell effects.

Anyway, I hope you’ll try out the v2.8 beta. If you do, feel free to come by the discord server and leave some feedback that will help steer development.

I’m expecting v2.8 to launch around the end of quarter 1 2025.

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