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Heart Of Muriet News

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.

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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.

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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.

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.

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[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.

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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.

                             

                             

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[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.


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[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.


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[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/