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Heart Of Muriet News

Hotfix 6 for Demo Update 3

Hey,

after 14 days without getting a crash report, yesterday popped up a new one. Fortunately, it was easy to reproduce and fix.

With the last patch, I introduced new build slot space requirements without actually adjusting the global space multiplier for bases, which rendered the architect building useless again. Sorry for this. It's now adjusted correctly.

  • Fixed: a crash when loading a saved game in which a building collapsed during saving.
  • Fixed: calculation of build slot space was too low for all bases.
  • Upgraded to Unity Version 2021.3.18 which should fix some rare shader and particlesystem issues.


Thank you for your playing, and a happy valentines day to all of you!

Demo Update 3 Patch 1

[h3]Hey,

after getting the version as stable as possible with several hotfixes (Trello hasn't shown any crashes for ten days), I have shifted my focus to gameplay and graphics fixes and improvements

Wizards will be a lot more powerful with this update, probably a little too powerful, but that is ok for now. Let me know what you think.[/h3]


Slowmo of the reworked push back effect:



Let's get into the nitty-gritty details:

[h2]Balancing:[/h2]
  • All projectile spells do more damage but have slightly increased cooldowns.
  • Adjusted architect build slot in terms of construction space, resource cost and duration.


[h2]Features:[/h2]
  • Added static buff aura behaviour that applies a configurable buff to squads in a radius.
  • Guard towers: received a static buff area with a 15% physical resistance spell to all guarding units in the influence radius.
  • Guard towers: permanent guard spots removed, as it does not fit anymore due to the architect feature.
  • Guard towers: renews the buff every 30 seconds, as this is the time the duration of the buff runs out. Newly added units will receive the buff when the guard tower renews it.
  • Guard towers: added buff effect to the affected area.
  • Guard towers: physical resistance buff stacks with the stone skin spell.
  • Spells: added a Stoneskin spell (I/II 15%/30% physical resistance) for the Nature Magic School, including fx and sound.
  • Added critical attack feature for melee weapons and projectiles. It will push back the enemy depending on the weapon quality and increase the hit damage by 50%.


[h2]Improvements:[/h2]
  • Improved the look of the spell-casting pentagram (colours now depend on the spell school, added a particle effect)
  • The Jivalon Incident got the Architect Building unlocked.
  • Added critical attack info to the tooltips.



[h2]Bugfixes:[/h2]
  • Fixed: Architect only builds guard slots.
  • Fixed: The placing of constructed slots was not working correctly.
  • Fixed workers would get stuck when repairing armour for buildings or units, and no repairing would happen.
  • Fixed: a worker could get stuck sometimes when repairing a siege weapon.
  • Fixed: repaired siege units would not get their health and armour updated correctly in some UIs.
  • Fixed: some dot effects didn't work correctly as the modifier was sometimes multiplied by 0.
  • Fixed: spells do bonus damage when the base has a defence bonus.
  • Fixed: some projectile spells, when cast from a base with a tower or incarnated node, wouldn't do any damage.
  • Fixed: some spell impact decals did not fade their HDR colour correctly.
  • Fixed: researching Fire Magic School after researching Water was not allowed.
  • Fixed several naming issues with spells
  • Fixed emission fade colour for arcane impact decal.
  • Fixed: pushback is finally using the correct point to identify in which direction the unit is supposed to get moved.
  • Fixed: hit animation is finally playing with the corresponding sound effect.
  • Fixed: a long-standing issue with dead animation, where it got triggered with a delay which always looked odd.
  • Fixed: several issues with guarding UI when the player selected specific units for guarding.
  • Fixed: guarding units, when pushed back by an ice sphere and then unfreeze, would not regroup to their guard position.
  • Fixed map editor: whenever a modal dialogue opened, a NavigationMesh baking got triggered and would lead to unnecessary slowdowns.
  • Fixed: base indicators wouldn't get into the navigation bake process that led units walking through instead of on top of it.


Thanks for your feedback and patience!




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

Hotfix 5 for Demo Update 3

Hey,

Trello is very quiet. Most of the common problems seem to be gone.
Though today a few more rare crashes popped up and I could fix them right away.

  • Fixed a crash in Alchemist conversion behaviour which could occur when a recurring conversion was active, and the mission would be reloaded, caused by a "zombie" listener.
  • Fixed a bug in coroutine utilities. Passing a null reference object into a CancelWith function would throw an unnecessary exception instead of ending the coroutine.
  • Reworked health bar code as it would not show the correct health/armour state the first time it appeared.
  • Fixed a rare crash bug in squad state when the squad tried to enter a tent, which got already removed.
  • Added missing info when loading a saved game.


Thank you for your patience!

Hotfix 4 for Demo Update 3

Hey,

Fixed a frequent crash caused by a health bar and made some minor optimisations. This should prevent frame drops in certain situations and improve overall performance.

  • Fixed a crash in AutoHealthBar.
  • Fixed a bug in node not counting resources correctly.
  • Fixed a bug in build slot not initializing the squad id correctly.
  • Fixed several crash bugs in the map editor.
  • Optimization for radar behaviour.
  • Improved navigation mesh baking times.
  • Loading screen now showing more information.


Thanks for playing! :)



Hotfix 3 for Demo Update 3

Hey,

still watching trello closely. Sorry for that bug in the map editor. If you had not brushes and no directory setup, it would crash the game as soon as you would enter the brush selector. Something I would have never found without that auomatic bug reporting. ːlunar2019coolpigː

  • Map Editor: fixed a crash when the brushes directory does not exist.
  • Map Editor: when a new map was created some inputs would not be recognized and bases could not get selected etc.
  • Fixed key shortcut descriptions for loading/saving game.
  • Fixed a very rare crash bug in connection with idle workers.


Cheers! :)