1. Heart Of Muriet
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  3. The new demo is live!

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]
  • 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