1. Heart Of Muriet
  2. News

Heart Of Muriet News

Demo Update - Version 0.730.rev30

Hey all,

here is another update for the demo. Thanks for all the bug reporting and awesome feedback on discord, the forums or via our bug reporting tool, This helps tremendously to make the game a better experience for all!

[hr][/hr]
[h2]Crashes[/h2]
  • Fixed a rare crash bug for the Ice Aura/FireCannons/PoisonSpikes/Arcane Missiles upgrade for the Wizard Tower.
  • Fixed a another rare crash bug in connection with decaying projectiles
  • Fixed a rare crash when opening the research tree.
  • Fixed a rare crash bug when loading a game while a repair was going on in tent/siege weapons.
  • Fixed a very rare crash issue on the main menu when the internal file browser wasn't initialized correctly.
  • Fixed a very rare crash bug while a formation was moving to a enemy base.
  • Fixed some additional rare crash bugs when saving/loading a game.

[hr][/hr]
[h2]Bugs[/h2]
  • Fixed a bug which prevented resource tooltip from showing up.
  • Fixed a bug were workers would not follow the base settings when buildings were in need of repairing and building.
  • Fixed an issue of the SpellProjector not fading in when the game was paused.
  • go through the loading screen.
  • Fixed a bug were many research options would not show a scroll view
  • Fixed a bug were enemy units still covered in fog of war would attack a base building, but the base army would not react.
  • Fixed some minor text issues.
  • Fixed a bug supply modifiers would immediately get applied instead when the building is ready.
  • Fixed a bug on buildings that wouldn't show the building animation sometimes.
  • Magic school banner is now in realtime and not in the center of the screen.
  • Fixed a bug when a building would be built and then hit, workers would not complete their building jobs correctly.
  • Fixed a bug that did not show the quests in the campaign when the tutorial was started before.
  • Fixed some issues how supply is added to farms that are close to mills/wells.
  • Fixed a bug where farms would not lose their supply bonus when a mill/well was destroyed and directly saved.
  • Fixed a bug where formations would sometimes not work correctly after loading a saved game.
  • Fixed several bugs in connection with save/load and wizard incarnation on formations/nodes.
  • Fixed a bug where magic school level up notification would sometimes not vanish.
  • Fixed a bug with an overlay issue on the dialogue window.
  • Fixed a bug in UI Panel Fader, which could lead to some UI panels not fading in /out correctly.
  • Fixed some wrong offsets of the ice sphere spell.
  • Fixed some icons in the Attack Strategy UI.
  • Fixed a few more issues with worker sliders on nodes.
  • Fixed a visual bug when loading the Mt. Dinheim map a grey line would appear, its gone now.
  • Fixed an bug with splitting up formations when a formation would have the Id 0.
  • Fixed an issue with the AI not using it's full spell repertoire when defending or attacking.


[hr][/hr]
[h2]Improvements[/h2]
  • Removed the arcane cannon from the neutral AI in The Jivalon Incident.
  • Rebalanced The Jivalon Incidence mission.
  • Rebalanced Seener Encounter mission.
  • Rebalanced Battle of Mount Dinheim mission.
  • Improved how AI is building economy buildings.
  • When a building isn't built completely, it will net a 100% resource refund when destroyed by purpose.
  • Improved the look and the wording of the destroy building dialog.
  • Added AI parameter to control base raiding better.
  • Map Editor: testing a map now does always set the normal difficulty instead of easy.
  • Added a Kickstarter button to main menu and pause menu and changed the layout of the buttons.
  • Removed resource harvest slider block when base is saturated.

[hr][/hr]
[h2]Known Issues[/h2]
  • Very rare crash when a formation doesn't find a free spot on the navigation mesh.
  • Map Editor showing features which should not be used yet. Using those will lead to crashes.
  • When loading a map while researching, the research bar is sometimes not visible anymore, but the research still behaves normally.
  • When loading a map sometimes resource spots are filled with less than 3 workers, even switching auto assignment won't solve the issue.
  • When there are more workers than mining spots -> workers often don't stick to their mining spot but instead rotate between tent and mining spots.

Hotfix Demo - Version 0.730rev16

[h3]First hotfix for the current demo version. Save/Load is a lot more stable now and the frequent crashes should be history![/h3]

[h3]Please don't use your old savegames, they will not work![/h3]
[hr][/hr]

[h2]Crashes:[/h2]
  • Fixed a crash which sometimes occurred when switching formation and node army view.
  • Fixed a crash which sometimes occurred when leaving a mission
  • Fixed a crash when loading a level and a building was in training modus.
  • Fixed a crash when loading a level and a worker was delivering resources to some specific storage.
  • Fixed a crash when loading a game and a fire ring was still active.
  • Fixed a crash when loading a game and an eagle eye was still active.
  • Fixed a crash that sometimes occurred when a big army is attacking a tent.
  • Fixed a crash where arcane physical resistance for siege weapons did not have the correct behaviour set.
  • Fixed a crash in Mt. Dinheim where an eagle skill was unlocked which is not yet fully implemented.
  • Fixed a rare crash bug in getting cached navigation information when loading a game.
  • Fixed a rare crash when a projectile was decayed but would still do area damage.
  • Fixed a crash when saving a level if any of the wizard tower upgrades were used.

[hr][/hr]
[h2]Severe Bugs:[/h2]
  • Fixed a bug with supply not correctly calculated in some situations when loading a save game.
  • Fixed a bug where the send dialogue would show enemy units.
  • Fixed a quest manager bug where loading a saved map would sometimes lose the map even though the main quest has still not failed.
  • Level time was reset after loading a saved game.

[hr][/hr]
[h2]Bugs:[/h2]
  • Fixed an issue with the fire ring that adjusts to the nearest building no matter how far the cast was away from it - now it will directly despawn if it is too far away (this will change in the future, just was an easy fix for now).
  • Fixed a data issue with barracks shield research.
  • Fixed a data issue with wizard laboratory research.
  • Fixed a data issue in Jivalon with gold and mana miners that are not allowed at this level.

[hr][/hr]
[h2]Tutorial Improvements:[/h2]
  • Added more gold to the tutorial level to give more room for errors.
  • Some more tutorial steps are skippable in case somebody is not correctly following the tutorial.
  • Added more town slots to the second base of the tutorial.
  • The button handles to assign worker UI are now better readable.

[hr][/hr]
[h2]Known Issues:[/h2]
  • Rare crash when the research tree is opened.
  • Rare crash when spell research finishes and spell casting happens at the same time (might be fixed).
  • Very rare crash when a formation doesn't find a free spot on the navigation mesh.
  • When loading a map while researching, the research bar is sometimes not visible anymore, but the research still behaves normally.
  • When loading a map sometimes resource spots are filled with less than 3 workers, even switching auto assignment won't solve the issue.
  • When there are more workers than mining spots -> workers often don't stick to their mining spot but instead rotate between tent and mining spots.
  • Sometimes the formation info UI is not shown even though a formation is selected.
  • The first campaign level is harder than the second.

[hr][/hr]
Stay tuned for more updates!

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

Upcoming demo demo - Part 2



[h3]We have introduced two new siege units since the last playtest, the Ram and the Ballista.
[/h3]



[h3]The battering ram - siege weapon (new)[/h3]
Building required: Siege Workshop

It is a nightmare for any static defence. Thanks to their excellent armour, they can break through enemy lines and flatten buildings in no time.
The armour and their rolling speed can improve with proper research. Their unique ability is to explode and inflict massive damage when they are about to fall apart.




[h3]The Ballista - siege weapon (new)[/h3]
Building required: Siege Workshop

The Ballista is an effective siege weapon that proves its strength, especially in big battles. Its projectiles penetrate almost any armour and can only be stopped by buildings or large units.
Their armour is weak but can be improved through research, as can their range and rolling speed. Its unique ability is a triple fan shot with a relatively short cooldown.



For people who haven't played yet the demo/playtest, there is also a catapult available:


[h3]The Catapult - siege weapon[/h3]
Building required: Siege Workshop

Catapults are powerful siege weapons with high destructive potential but little endurance. Once without cover from melee units, they quickly become worthless.
Their shields, range and roll speed are upgradeable to make them even more dangerous. As a unique ability, they can also throw specific magic bombs, depending on the caster's magic school.





Each unit has a physical condition which influences what kind of spells/buffs/damage affects them.
Standard healing spells will not fix Siege Units. Instead, they get repaired by workers either at the base or in formations. There is more detail about this in the upcoming worker section of this post.



Besides the special skill for each unit (included in the description already), there are three levels of upgrades available for rolling speed and projectile range.





When your focus of a mission is siege warfare, Arcane magic might be a good choice in some situations, as it has some spells and research options which enhance siege units.



Other magic schools might offer some good spells/research in the future to make choices more interesting.



The Workers AI has improved a lot over the last several months. They had several issues with how they were distributed to resources, building and repair tasks. They also could only handle one storage at each base,



Workers can now handle several storages and will now always use the closest available storage. If there is no storage, they are using the Wizard Tower. If there is no storage or Wizard Tower at the base, they don't mine any resources.



Workers sometimes leave their mining job to build and repair buildings. When this happened, resource balance settings got ignored. Hence, the player set 50% on gold and 50% on mana and two workers from the gold resource would leave to work on buildings. The workers on the mana resource would not split up to also mine gold. Now it works as intended.




It is now possible to not only configure the resource balance and how many workers should repair/build a building but also how many workers on the base should repair/build.





Workers can now repair siege units at the base. The siege units can be in tents, on guard duty or defending the base. They will always get repaired if enough workers are available.



Workers do now repair siege units in formations. When you send siege units into a fight to conquer a foreign base don't forget to add some workers to your army to ensure your siege weapons don't get destroyed that easily.





The pick-axe effect got overhauled, and workers now drop visible mana and gold ingots in front of the storage.



Thanks for reading!

Upcoming demo - Part 1

Yeah, I guess that was a long time of silence. There are reasons for this, but I don't want to bother you with boring real-life details.

Fortunately, there has been a lot of progress made on "Heart Of Muriet". We will introduce it in steps until our new demo launches. It will go live on the 27th of August.

[hr][/hr]

Today we are going to talk about the new...



In the demo, you could research about ten different spells, but it did not feel like you were choosing between different paths for your wizard. To make this more interesting, we added magic schools to the game.



We implemented the following four magic schools:


[h3]Arcane[/h3]
Defend your siege weapons with buffs and cast potent arcane missiles

[h3]Nature[/h3]
Heal your injured troops, protect your forest, and poison enemies with powerful nature spells.

[h3]Fire[/h3]
Debuff and hurt your enemies with fierce fireballs and protect your buildings with burning walls.

[h3]Water[/h3]
Cleanse debuffs from allied units, freeze enemy armies and wipe them out
with mighty blizzards.

Each school has four levels the wizard can learn during a mission. There are no restrictions on researching multiple schools as long as enough resources and time are available. Though you probably have to make some informed choices as your opponent might try to counter your mastered spells.

The magic schools are also a gating mechanism, comparable to the Ages in "Age of Empires". The higher your magic school, the more research, buildings, and spells are unlocked. You can use some research options only when mastering certain magic school levels.

Let's look into the details of the Nature magic school.



That is a picture of the newly implemented research tree, which shows all the different options available in the laboratory. Check out the spell tooltip screenshots to get an idea of spells obtainable for the Nature magic school.







Another new feature you might have already spotted is upgrading spells. Most have more than one level available. All spell levels will occupy the same UI slot, and you can cycle through them by clicking on the corresponding spell button as soon as you have researched them.




If the overall concept works out, more schools might follow in the future.

[hr][/hr]



The new research tree fixes the problem of understanding the structure of the game progression. You can now check which building to build to unlock a research option or which magic school level you need for a specific spell. It will also give the player a better understanding of which content is currently in the game.



That's it for today. Thanks for reading.