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Heroes of a Broken Land 2 News

Versoin 0.5.3 - Auto attack and some fixes

Version 0.5.3 is a small update, however I've enabled an Auto-attack mode for combat. I've had this for development - it speeds up lower level dungeon fights - and finally got around to cleaning it up so everyone can use this feature.

Treasure chest gold values have been adjusted. Not many changes are user facing yet, behind the scenes I've been adjusting systems to better support difficult settings.

  • Add Auto-Attack button to combat
  • Fix Castle Ruins quest not removing dungeon after clearing
  • Disarming traps gives a small XP reward
  • Adjust chest gold quantity
  • Fix potential hang from Dwarf Berserker

Mini-map and more!

The 0.5.x series continues to focus on game balance, however the process of balancing the game required lots of playing. This means that I quickly notice missing quality of life features, not features that complete the game, but ones the make the interactions and game play smoother.

That's why I added a important few world navigation features: a mini-map and an easier way to move between allied towns. These make it much nicer to navigate the world, especially in larger games.

This patch also change starting equipment and has some XP balance changes. You'll probably notice that your heroes aren't as fully equipped at the start as before too. There are other changes behind the scenes to allow proper difficulty level in future updates.

Changes in 0.5.2:
  • Add Mini-map to world
  • Add "Next Town" button to quickly navigate to allied towns
  • Boss monsters now give extra XP
  • Fix Voidling combat highlighting effect
  • Reduce building item production rate
  • Fix some typos
  • Adjust starting equipment quality and quantity
  • Fix town quests from being low level
  • Fix bug in Void Incursion event

Notes for version 0.5.1

Version 0.5.1 brings some large balance and game adjustments. The list might not seem very long but these are important changes that adjust the feel and pace of the game, especially at higher levels.

One major game change is that building upgrades are mostly no longer building level gated, allowing you access to more hero job classes from the start of the game. However buildings now cost more Crystal so you'll have to choose your upgrade path more carefully.

Overall this will make the game slightly harder - you'll find yourself short of gold more often and equipment is a less powerful. However this also fixes the quality of equipment found, so you should no longer be finding chests full of wooden bracelets in higher level dungeons.

Balancing will continue, there's still magic vs. melee adjustments required as well as overall economy balance.

Here's the full list of changes:
  • Change cost of building upgrades, especially crystal
  • Reduce or remove building level requirement for most additions
  • Tune item loot drops to be more powerful, less accessories
  • Fix issue with items not properly selecting materials by quality
  • Adjust the ATK/DEF of higher quality items
  • Hide prices for fully upgraded building
  • Reduce gold found in chests, especially at higher levels
  • Fix some typos
  • Fix targeting radius of Living Storm
  • Fix Earth Elemental counter attack
  • Increased healing from Drain HP spells
  • Reduced ATK power when using Whirlwind skill

Version 0.5 is out!

Version 0.5.0 is now out!



This update is mostly bug fixes and some small UI improvements, this is the beginning of the end. From now on the focus is on fixes and polish not content, meaning the game is slowly starting to come together.

The 0.5.x set of updates will mostly be fixes and game balance changes. The goal is to have the game difficulty and world generation complete, as well as adding all the customization options that people love. During this phase I'll be playing the game a lot to make sure the gameplay has just the right feel that I'm going for. I have pages of notes and over the next months I'll be making many tweaks

Currently the game is a bit too easy and melee is too strong. There are a combination of factors that make the game feel this way, one is defensive equipment is a bit too strong at lower levels, giving your party defense ratings much higher than your foes. Magic is also underwhelming, while healing magic is fairly well balanced offensive magic feels weak. One tricky issues is that monster magic attacks can feel quite powerful, so it will be hard to hit the right balance there.

  • Dungeon clutter is now restored, was broken in 0.4.9
  • Fix Goblin attack not having an hit effect
  • Fix some cave objects placed too high off the ground
  • Fix the same party appearing in the trainer list multiple times under certain conditions
  • Can now resurrect party from world map when on Towns (instead of just from the Town party screen)
  • Removed Life Elixirs from starting equipment
  • Add message when saving game in dungeons
  • Show combat XP earned
  • Nerf Flame Wolf's reaction timing
  • Show error dialog if save game fails (cloud save limit reached)
  • Variety of minor text fixes
  • Fix stance button showing wrong icon if no stance set
  • Fix some effect visuals on earth elementals
  • Adjusted frequency of random world events (less frequent)
  • Adjusted Fairy Grove reset turn count higher
  • Tweak Holy Word fire damage upgrade
  • Adjusted Ice elemental effect location
  • Fix Elememtal Altar location quest not getting marked as completed

Last batch of events for now!

Version 0.4.11 contains 5 new events, and marks the last set of events I plan to add (for a while at least).

The next set of updates will focus on balance and some general polish.