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Major Demo Update #5 - v0.615

Hey all, we have been busy working on a big update in the past 2 months.

We prefer smaller updates, but as we overhauled a lot of different vital game systems we decide otherwise. Expect more frequent updates in the future.

Check out all the cool new features and improvements!!

Features


[h2]Wizard Incarnation Feature[/h2]
  • Spell has to research first in the Laboratory.
  • Wizard can be called to a formation or a base without a tower.
  • Incarnation costs mana upkeep for the time the wizard is on a formation/base without a tower.
  • Having not enough mana break the incarnation.
  • Wizards can cast spells when incarnated.
  • There is additional research available that brings down the upkeep costs significantly.


[h2]New Tutorial[/h2]
  • The tutorial is now separated from the main campaign and can be played anytime from the main menu.
  • There is a complete new Tutorial UI.
  • some tutorial steps are skippable some need to be done to make sure vital controls are understood correctly.
  • story and tutorial text are now separated, this made it much easier to write better tutorial commands/help.
  • Sending units, selecting nodes should be much clearer now!


[h2]UI overhaul[/h2]
  • All Icons have been redone.
  • All UI screens finally have a consistent look.
  • Map Editor UI has been completely revamped.
  • All buttons react to mouse-overs with animation and sound, we are not done in that regard.
  • UI supports HDR rendering.
  • UI is much more vivid and responsive.
  • UI uses the correct material for the linear colour scheme.
  • Fixed the look of dropdowns.


[h2]New Dialog System [/h2]
  • Removed the old portraits from the game. They looked cool but didn't fit the style of the game.
  • Added voxel characters (which are not yet polished).
  • Characters are now moving in and out in conversations,
  • Up to 4 characters in one conversation possible.
  • Dialogues can now be narrated with the new system.
  • Added sound effects for speaking and narration, character pop-ins etc.
  • Lights fade in and out on active characters.
  • All over more fluid and fun to read the story.


[h2]New Quest System and QuestUI[/h2]
  • Map editor has a quest editor, trigger and quests action editor with pre-configured trigger types.
  • Check out the blog post for more details on the quests editor.
  • Added new quests to all demo maps (this is just a start, expect a lot more here!)
  • Quest has progress which is shown in the upper left corner and is frequently updated.
  • Clicking on a quest gives you more details on it and you can browse through all open/resolved quests.


[h2]New Story Texts[/h2]
  • Less tell more "show". :)
  • Wrote background stories for all characters to have a better understanding of their traits, emotions etc.
  • Dialog text is as short as possible.
  • Lots of narration added.
  • Story should be much more relatable.


Improvements
  • Selection in player input standard can now be locked/unlocked by tutorial.
  • Base selection is now much better visible.
  • Build slot positioning has improved significantly.
  • Improved mouseover decal for bases.
  • Added trigger events to the game.
  • Fixed some possible crash bug in minimap -> tweens were not correctly killed sometimes.
  • Fixed a problem in tutorial manager not finding the correct game objects sometimes.
  • Added a new function to building utils for finding research buildings on a base.
  • Removed cast ring from wizards, for now, will probably add them back later with some cool effects.
  • NPC wizard has finally some animations.
  • Added a bunch of new sound effects.
  • Fixed all light cullings masks.
  • Game statistics in now also saved in savegame.
  • Rebalanced research, buildings and units.
  • Improved AI behaviours when attacking an enemy.
  • Added new AI personality for "The Jivalon Incident".
  • improved AI behaviour when there are no siege units available.
  • improved how the AI is calculating attack/defence values.
  • quest actions -> spawning units at a random formation gathering position.


Bugfixes
  • Fixed a bug where ground melee attackers would in some cases attack flying enemies.
  • Fixed a possible crash bug in HealthBar.
  • Fixed a possible crash bug in PlayerInputStandard when pressing the Tab-Key very early after loading.
  • Fixed some possible crash bugs in UIPanelFader.
  • Fixed IntroUI not showing in DEV_DEBUG is on.
  • Fixed a possible crash bug in SettingsUI when a certain resolution does not have a specific Refresh-rate.
  • Fixed another possible crash in panel fader.
  • Fixed problems in CampaignMenuUI -> would not correctly reset on enable/disable sometimes.
  • Fixed bug in bugreportingUI -> discord button was not working correctly.
  • Fixed bug in bugreportingUI -> description text had wrong mask set which leads to wrong text formatting.
  • Fixed bug in build UI which would sometimes show even though there were no buttons active.
  • Fixed a bug in quest details UI and hidden/inactive quests.
  • Several bugfixes in DialogUI and StoryManager.
  • Several bugfixes in MessageUI.
  • Fixed a big bunch of (crash) bugs reported via Trello. Thanks for all the players reporting!
  • Map Editor crashes should be hopefully be fixed, this was a Unity Engine bug in TextMeshPro.


Known Issues
  • Save/Load during mission might have issues on some maps in certain situations. Expect crashes. Crashes are automatically sent to your Trello board.
  • The Incarnation feature is still missing a bunch of SFX and gfx effects. They will be added in the upcoming days. It might also have some weird bugs.
  • Missing icons in result statistics and some other places (should be fixed by tomorrow).
  • Pressing Escape while a dialogue runs show the pause menu, resuming to the dialogue might show/hide the UI. (should be fixed by tomorrow).
  • Probably a few more other problems we haven't discovered yet. ːsteammockingː


Thanks for reading,
The HoM Dev Team

https://store.steampowered.com/app/1368160/Heart_Of_Muriet/