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Heart Of Muriet News

Heart of Muriet Developer Livestream

Hi Seeners,

I've been pretty quiet over the past few months as I've been hard at work on Heart of Muriet. I'm excited to share the new build with you, in both demo and video form. A demo will be available during the Steam Next Fest (21st - 27th February), as well as a deep dive into the new game mechanics through a developer live stream with Lewis.

I can't wait for you all to see how much the game has progressed.

Thank you for your support,

Microtale

Heart of Muriet Developer Livestream

Hi Seeners,

I've been pretty quiet over the past few months as I've been hard at work on Heart of Muriet. I'm excited to share the new build with you, in both demo and video form. A demo will be available during the Steam Next Fest (21st - 27th February), as well as a deep dive into the new game mechanics through a developer live stream with Lewis.

I can't wait for you all to see how much the game has progressed.

Thank you for your support,

Microtale

Hotfix - build 0.667

Hey,

another hotfix update as the performance tweaks did cause a little chaos. Sorry for the incovnience to the people who played in the last few hours.

[hr][/hr]

[h2]Bugfixes[/h2]
  • Fixed a severe bug where enemy tents and buildings could not be attacked correctly.
  • Fixed a severe bug where attack position in melee fights would not work correctly for buildings.
  • Fixed a severe bug in squad radar not updating correctly which lead to strange situation when fighting in between bases.
  • Fixed pathviewer showing path of foreign formations.


Cheers!

Performance update - build 0.664

Hey all!

Stoked by the last update, I went down the optimization rabbit hole the last few days, luckily with some decent success.

The game is now CPU bound, and the heat for the most graphics card should go down significantly when playing with VSync on. I had 63C on an NVidia RTX2060.

These are not all the optimizations that can be done, obviously. For now, though this will be the last performance update for a while, as I need to focus on adding more content and mechanics in the next few months.

[hr][/hr]

The tests I made was clashing 440 units against 440 units. The frame rate on my rig would never drop down below 45 (with all effects on ultra) even though a wizard was casting massive spells which burnt and froze dozens of the fighting units.

                             

                             

[hr][/hr]
[h2]Performance[/h2]
  • Optimized particle systems so that they would use GPU instancing whenever possible, this meant getting rid of transparent particles wherever they would fit in.
  • Removed some particle effects which were too heavy on the GPU and not important enough like the "dust" which units would spawn behind them, when walking, I might add a better more optimized effect later on.
  • Some optimizations for how squads are moved.
  • Melee Attackers in big fights would need a lot of CPU, this is now a lot better, still has a lot of room for improvements.
  • Lots of smaller CPU optimizations.
  • Optimized Minimap and Audio manager.
  • Optimized how entities access their data.


[hr][/hr]
[h2]Improvements[/h2]
  • Formation now have a max of 6 rows instead of 3, especially for bigger formations this is an
    important improvement.
  • Increased the gravity for pushbacks, in some situations gravity still seems off.


[hr][/hr]
[h2]Bugfixes[/h2]
  • Fixed a bug where the camera would still move around when in pause mode.
  • Fixed a bug for units where they would not play the die animation to its end because the animator speed was set to zero in some cases.



Thanks for playing!


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

Hotfix - build 0.661

Hey all,

with the last view updates, I introduced some bugs, which I did fix today!

[hr][/hr]
[h2]Improvements:[/h2]
  • Archers which attack buildings/units outside of bases boundaries would not be correctly tracked and sometimes not attacked until they reached the base or attacked another building. It happened because the units stationed inside bases would not use their radar system correctly.
  • Archers would sometimes be pushed around by melee units that were trying to attack them. It's fixed by improving how the attack positions are calculated.


[hr][/hr]
[h2]Bugfixes:[/h2]
  • Fixed how formations were created, which could lead to a rare crash.
  • Fixed a rare crash bug in settings UI when switching to full-screen mode.
  • Fixed a crash bug when loading a game where workers were on the way to another base.
  • Fixed a rare crash when resetting a job for a worker.


[hr][/hr]
The attacking archers are now getting "correctly attacked" from the stationed squads and are also not pushed around. The defenders are also not aggroed by the towers from the neighbouring base.

                         

[hr][/hr]Thank you for the continued feedback via discord and also via the in-game reporting tool. It helps a ton to identify what is working for the players and what is not :).

Cheers and have a great week!

Discord Twitter


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