The new demo is live!
[h3]Hey all,
The new demo version has also live, which contains many new features and improvements.
It would help us a lot if you could give us feedback on the version on Discord. If you don't want to do that, there is a reporting function directly within the game.
[/h3]
https://store.steampowered.com/app/1368160/Heart_Of_Muriet/
[h3]Here is a list of changes and improvements for all the people who played earlier demos or play tests.[/h3]
[h2]UI Improvements[/h2]
[h2]Battles[/h2]
[h2]Buildings[/h2]
[h2]Building and Guarding plots[/h2]
[h2]New Units[/h2]
[h2]AI Improvements[/h2]
[h2]Worker improvements[/h2]
[h2]Wizard Tower improvements[/h2]
[h2]Magic Schools & Spells changes[/h2]
[h2]Sound and Music[/h2]
[h2]Map Editor[/h2]
[h2]Misc changes[/h2]
The new demo version has also live, which contains many new features and improvements.
It would help us a lot if you could give us feedback on the version on Discord. If you don't want to do that, there is a reporting function directly within the game.
[/h3]

https://store.steampowered.com/app/1368160/Heart_Of_Muriet/
[h3]Here is a list of changes and improvements for all the people who played earlier demos or play tests.[/h3]
[h2]UI Improvements[/h2]
- The UI has been overhauled, and new icons have been added
- A research tree now shows which research options are available for different magic schools and buildings etc.
- Improved the strategy selection dialogue. It's going to be replaced with a much better system soon.
- Reworked the send dialogue. This way, players can select the squads by themselves. It opens up the squad ranks like "veteran", "elite", and "legendary" (not yet done).
- Improved start of the game with a loading screen.
- Improved the look of screen fading.
- Improved the look of the minimap significantly.
- Improved tooltips - more compact and have a lot more useful information.
[h2]Battles[/h2]
- New radar system (provides unit information on which enemies/building to attack) for formations and bases.
- Big battles now scale a lot better as fewer attack targets get exposed to squads.
- Melee units with shields now also have a block chance for melee attacks, not only projectiles.
- Attack targets are prioritized by different factors, e.g. if the unit is good against it, it's close or if its a threat.
[h2]Buildings[/h2]
- All buildings got a graphics overhaul
- Added marketplace building that produces gold/mana to mitigate the problem of mined-out bases.
- Added an alchemist building that can convert gold to mana and vice versa. The gold/mana conversion spells have been removed.
- Added a "Mill" and a "Well" that improve the output of farms around them. This adds little settlers feeling to the bases.
- Added a large farm building that adds more supply, though it's a lot more expensive.
- Added a monastery building that currently holds research for all kinds of resistances. There will be new exciting units to train there soon.
- Reworked placing buildings; if you click on a build slot, the selected building type and its influence/attack radius get displayed.
- Reworked placing buildings: a right-click on the build slot changes the building type, and a double left-click places the selected building.
- Rally points added for each recruiting building -> you can assign a different base for each of them (no multiselection of buildings yet).
- Defence buildings now increase the visible area around the base.
- Guard towers now ring a bell; units will leave their tents faster.
- Training buildings can increase the training queue with an upgrade.
- Training/construction buildings can have a second parallel training/construction queue.
- Bases can now have multiple storages. Workers will use the one closest to deliver their resources.
[h2]Building and Guarding plots[/h2]
- Added free moveable guard slots to bases that are not dependent on buildings.
- Removed research, storage and portal slots from bases and migrated them to town slots.
- Town slots can hold different buildings now, like farms, mills, wells and a lot more.
- Defence slots can now hold archer towers, guard towers, portals etc.
[h2]New Units[/h2]
- Added a ram unit, which can only attack buildings.
- Added a ballista unit, which shoots big projectiles and can kill several units walking in a row.
[h2]AI Improvements[/h2]
- Added a budget system for the AI to control their overall strategy in different stages of the game,
- It can cancel attacks earlier if it realizes that it's loosing.
- It is trying to reinforce battling armies on foreign nodes.
- It is distributing its workers over several bases in a better way.
- It is avoiding bases attacks which cross other bases.
- It is withdrawing workers/armies from bases when there is no chance of defending the base.
- The AI supporting magic schools as well as all the newly implemented features,
[h2]Worker improvements[/h2]
- Workers repair siege units on bases, no matter if they are in tents, guarding or in battle.
- Workers repair siege units in formations, only when in a battle or when the formation has stooped.
- Workers distribute correctly onto resources when other workers build/repair buildings/units.
- Workers drop gold/mana in front of the storage.
- Workers have a better pickaxe hit effect on mana and gold.
- Workers are able to handle several storages on bases as resources might be scattered over several patches.
- Players can configure how many workers overall should be repairing/building on every base.
[h2]Wizard Tower improvements[/h2]
- The wizard tower got a complete overhaul. It can get powerful upgrades depending on the magic school you choose to research.
- Added poison bomb upgrade to the Wizard Tower (Nature School).
- Added ice aura to Wizard Tower (Water School).
- Added fire cannons to Wizard Tower (Fire School).
- Added arcane missiles to Wizard Tower (Arcane School).
- Added upgrades for parallel training queues and more training slots.
[h2]Magic Schools & Spells changes[/h2]
- Added four magic schools, Arcane, Fire, Water and Nature.
- Added gating mechanism for magic schools comparable to Ages in "Age of Empires". The higher your magic school, the more research, buildings, and spells are unlocked.
- Added several research options which are only available for certain magic schools.
- Added new spells for each magic school (Arcane, Fire, Water, Nature).
- Added new research options/buffs for each magic school.
- Heal spells do not repair siege units anymore, but repair spells do.
- Healing spells do not heal siege weapons and do not resurrect units anymore.
- Armour cannot be healed with spells but repaired by the blacksmith in the base instead.
- Wizard UI changes: a right-click on the spell UI changes the level of the spell.
[h2]Sound and Music[/h2]
- Music is adapting to the current game state, like peaceful building, tension, and battle.
- Each building has a special sound when clicked.
- Added a bunch of new sound effects in fights.
[h2]Map Editor[/h2]
- File browser now has a new skin that matches the UI skin.
- Maps can now be copied, with all quests, triggers and quest actions.
- Added a guard slots editor.
- Buildings can now be moved around without crashing the editor.
- Army tents can now also be moved in the editor.
- Player colours are now configurable via the map editor.
[h2]Misc changes[/h2]
- Replaced the first level of the campaign, as it was mainly a story mission, which did not work out.
- Fixed the tutorial to make it work with all the new features.
- Improved some of the story dialogues.
- Rebalanced the game and updated the AI to make it work with all the new features.
- Rewrote a lot of the descriptions for spells, research, buildings and units.
- Added a physical condition to units which influences what kind of spells/buffs/damage affects them.
- Improved the visualization of buffs on squads.
- Spells, building upgrades and buffs can now have levels.
- Hundreds of bugfixes and improvements that would be too much to list here