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Heroes of a Broken Land 2 News

Fast follow for 0.4.2

Version 0.4.3 is now out, with some quick fixes for issues found in 0.4.2
  • Fix the lack of Boss dungeons
  • Fix collectable text message
  • Fix moving through inactive portals

Larger worlds await



New dungeon activities have been added - not all quests are about killing the boss, now there are treasure hunts! This will add some new variation to dungeon exploring. Only a few items are available currently but more will be added over time as various new quest types are added.

I've unlocked world sizes in new games, previously they were defaulting to small worlds due to lack of content. I've stopped that and now you can select any size. In the future Custom will allow more detailed customization, but for not it's just a very large world.

Finally thank you to everyone who's been reporting bugs! Bug reports go noticed and you can see I've been fixing a number of smaller (and not so smaller) issues while I work on improving world content and variety.

I expect the next version to bring a few more world locations before I move on to adding random world events into the game.

Version 0.4.2 brings the following improvements:
  • Fix bug where you could close the town screen while recruiting and break
  • Fix some typos
  • Possible fix for keys not always dropping
  • Adjust Holy Word energy cost
  • Item recovery dungeon goals added
  • Fix some Scholar skill text not showing up properly
  • Clarify the text for melee boosting elemental skills (Stone Blade vs Stony Blade, etc.)
  • Fix for randomized faces not resetting if cancelled
  • Fix bug where some air elementals acted as ice elementals
  • Fix issues when training at non-town buildings
  • Fix cross-fragment pathfinding
  • Fix a number of combat damage adjustment bugs
  • Allow world size to be manually set again when creating a new game

Some long over due fixes!

Version 0.4.1 doesn't bring any new content, instead I decided to spend some time and go through the bug back log to fix some long outstanding issue (and some newly reported ones!)

Thanks for everyone who has been reporting bugs, recently and in the past, your reports are immensely important to improve this game!

Fixes:
  • Fix to allow loading older save games (0.3.x or older)
  • Fix issues with Scholar selecting the wrong skill
  • Fix bug where Scholar would show unusable skills in battle
  • Fix Holy Word Burn
  • Fix training tab not allowing you to scroll through heroes
  • Fix Powerful Bolts damage bonus
  • Fix issue where not all items showed up in player inventory
  • Fix fog not affecting bridges on the world
  • Some performance improvements in the over world and player status UI
  • Fix issue where party/recruit screens could delete heroes when party disbands

Worlds to Explore

The latest version bring some new world content - specifically new locations of interest. Enhancing the world map is the focus of 0.4.x. The 0.2.x and 0.3.x mostly focused on skill and monsters, and while a number of different dungeon types were added, the improvements have mostly been on dungeon crawling.



A number of world locations you can visit and interact with were added: weapon smiths, armour smiths, alchemists, ranger camp, windmills and fairy groves. These add some depth to the world and are just the start of location other than dungeons that will be added to the game.

Currently the buildings act just like ones you can build in your town. You can upgrade them, shop, and such. This might change in the future, but we'll see how this works for now.

Expect more locations types to be added in the next few updates. Unfortunately you while save games should still work, you won't see any new world locations unless you start a new game.

Version 0.4.0 Changes
  • Fix tutorial dungeon to not have all monster types
  • Weaponsmith, Armoursmith and Alchemist buildings can be found in some fragments
  • Windmill, Fairy Grove and Ranger Camp locations can now be found in some fragments
  • Fix some situations where you could select a party while a script was running
  • Fix Quest log text overlapping

Combat Refresh!

Version 0.3.17 looks small but packs a big punch!

The first thing you'll notice with this patch is the speed of combat. Speed now affects reaction time a bit less, making it less important an attribute. Previously it was a bit over powering.

Secondly, the way magic damage is calculated has changed. Magic damage is heavily influenced by the attribute level (usually INT, but sometimes other attributes or a mix). This should help scale better with level. This change also makes it easier for me to tune magic damage and keep spells consistent.

As always I look forward to your feedback on these changes!

  • Adjust how SPD affect reaction time
  • Adjust how magic damage is calculated
  • Remove extra light from some dungeons