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Heart Of Muriet News

Performance, improvements and bugfixes - build 0.658

Hey all,

here is another update. This time I focused on improving formation movement.

In this gif, you can see that formations do not slow down, even though they walking in a curved and narrow corridor. The overall formation speed is a lot more stable and, the movement is a lot smoother.



When big formations got called back, this was often a mess in terms of movement and how much time they needed to adjust. This now works a lot smoother as well as you can see in the gif below.



I did not actually plan to improve the performance with this patch, but I realized that "The Battle of Mount Dinheim" map was really slow at some point and looked into it.

I found out that some decals, as well as some particle effects, did not use instance rendering correctly. This way I was able to reduce the number of max draw calls from around 1800 down to 600.

The fix, which took only a few minutes improved the performance on my computer from around 45fps to about 90fps on the Mt. Dinheim map.

This was quite unexpected and should improve the overall performance especially for older systems with dated hardware.

I also fixed a silly bug, which happened when a mission has been restarted from the pause menu. It would change the difficulty to "normal" instead of the selected one. It was probably quite frustrating for people not used to RTS games at all. Sorry for that :/.

So here is the full list of changes.

[h2]Improvements[/h2]
  • Improved how squad formations are recalled and fleeing.
  • Formation moves a lot smoother now as they are not slowing down so much when single squads are not at the position they should be.
  • Squads that are stationed in a base do not attack buildings from other bases anymore. This would lead to really frustrating gameplay moments especially on the "Battle of Mount Dinheim" mission.
  • Some major performance improvements on decals
  • Overall improved how squad speed is calculated as it sometimes did not work when they spawned during a fight.
  • Some smaller optimizations, which reduces the CPU load but especially on the GPU load.
  • Added the option to build guardhouses in the "The Battle of Mount Dinheim" map.
  • Increased some quest reward in "The Battle of Mount Dinheim" map.


[h2]Bugfixes[/h2]
  • Fixed a bug for the wizard -> When the wizard would not be available from the start and spawned in the first time via a call spell, projectile spells would not work correctly, most of the time.
  • Fixed a bug when restarting missions -> The mission would start with a "normal" difficulty instead of the chosen difficulty.



Thanks for playing and giving feedback! :)

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

Performance, improvements and bugfixes - build 0.658

Hey all,

here is another update. This time I focused on improving formation movement.

In this gif, you can see that formations do not slow down, even though they walking in a curved and narrow corridor. The overall formation speed is a lot more stable and, the movement is a lot smoother.



When big formations got called back, this was often a mess in terms of movement and how much time they needed to adjust. This now works a lot smoother as well as you can see in the gif below.



I did not actually plan to improve the performance with this patch, but I realized that "The Battle of Mount Dinheim" map was really slow at some point and looked into it.

I found out that some decals, as well as some particle effects, did not use instance rendering correctly. This way I was able to reduce the number of max draw calls from around 1800 down to 600.

The fix, which took only a few minutes improved the performance on my computer from around 45fps to about 90fps on the Mt. Dinheim map.

This was quite unexpected and should improve the overall performance especially for older systems with dated hardware.

I also fixed a silly bug, which happened when a mission has been restarted from the pause menu. It would change the difficulty to "normal" instead of the selected one. It was probably quite frustrating for people not used to RTS games at all. Sorry for that :/.

So here is the full list of changes.

[h2]Improvements[/h2]
  • Improved how squad formations are recalled and fleeing.
  • Formation moves a lot smoother now as they are not slowing down so much when single squads are not at the position they should be.
  • Squads that are stationed in a base do not attack buildings from other bases anymore. This would lead to really frustrating gameplay moments especially on the "Battle of Mount Dinheim" mission.
  • Some major performance improvements on decals
  • Overall improved how squad speed is calculated as it sometimes did not work when they spawned during a fight.
  • Some smaller optimizations, which reduces the CPU load but especially on the GPU load.
  • Added the option to build guardhouses in the "The Battle of Mount Dinheim" map.
  • Increased some quest reward in "The Battle of Mount Dinheim" map.


[h2]Bugfixes[/h2]
  • Fixed a bug for the wizard -> When the wizard would not be available from the start and spawned in the first time via a call spell, projectile spells would not work correctly, most of the time.
  • Fixed a bug when restarting missions -> The mission would start with a "normal" difficulty instead of the chosen difficulty.



Thanks for playing and giving feedback! :)

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

Improvements and bugfix update - build 0.651

Hey,

here is another small bug fix and improvement update. This time a few more fixes for workers, especially after loading a saved map.

[h2]Improvements:[/h2]
  • Minimap showing unknown owners with a questions mark.
  • Send dialogue as well as Node UI showing unknown owners with a question mark -> once revealed it shows the last known owner.
  • Small improvements to Mount Dinheim map.


[h2]Bugfixes[/h2]
  • Fixed a crash bug after loading which had to do with the new worker improvement from the last patch.
  • Heavily improved how workers are assigned to their old job after loading a saved game. This led to a lot of different problems after loading.
  • Wizard UI now has up to 3 rows when having too many spells researched, which do not fit into 2 rows.


Thanks for all the great feedback.

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

Improvements and bugfix update - build 0.650

Hey,

after enjoying a few weeks of vacation I started working on the playtest version again and fixed some bugs and improved the tutorial.

I have only 2 crashes left from the reported Trello list, which seem to occur very rarely. The most important crash bug, when loading a save game seems to be fixed.

One other important improvement is that workers are now correctly distributed to resources when other workers are building or repairing. Here is a small gif showing it.

In the last version, the worker distribution would remain while some workers started building or repairing, now the workers are redistributed according to the worker resource slider.


I have also added a tutorial step for the Wizard Tower and the Wizard. I will split it up into two sections in the next updates. For now, it's packed in one.


[h2]Features and Improvements[/h2]
  • New tutorial showing how to build a tower, workers, call the wizard and cast a spell.
  • Improved how the worker manager distributes workers to resources (according to the resource slider) when some of them are also assigned to building or repairing jobs.
  • Improved bonus type tooltip descriptions.
  • Added new games speed for debug mode.
  • Removed permanently visible health bar on units when armour is activated.
  • Button highlight now does not scale the button, but the text instead which looks better


[h2]Bugfixes[/h2]
  • Fixed a crash bug when loading a save game that had no story content left.
  • Fixed a bug in a unit movement where units spawning out of tents would sometimes not have the correct speed.
  • Fixed a bug in the map of Mount Dinheim in regards to the reachability resources -> sometimes workers could get stuck there
  • Fixed a bug where catapults would not go through teleportation portals.
  • Fix a bug where workers got stuck sometimes at resources, this still might happen in maps where resources a placed too narrowly.
  • Fixed a bug where formations could not be separated anymore when selected.
  • Fixed position of armour bar for all units.
  • Fixed a bug in worker job where sometimes more than 3 workers would work on a resource, but only 3 are allowed.
  • Fixed colour of overhead text for storage to make it better readable in snow maps.
  • Fixed a bug in the "Tree of Whitegarde" map -> one AI opponent could not research a certain knight upgrade.
  • Fixed some collision issues in the "Tree of Whitegarde" map where workers would get stuck sometimes between resources.
  • Fixed a bug when trying to send troops while the story dialogue was about to pop up.
  • Fixed a bug where sometimes using the button to skip the story would also dislocate the camera.
  • Fixed a bug where going to pause menu while showing the story dialogue would show the minimap and some other UI elements when resuming the story dialogue.


Thanks for reporting the bugs, improvements and suggestions. Could not improve the game in the way without the great feedback from the community! :)

[h2]Please note, savegames from older version will not work anymore![/h2]


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

Important bug fix update - version 0.645

Hi there,

finally, I tracked down the most common crash that was reported to Trello.
It happened when an army tent was selected and the troops of that army tent were moved to another base and at the same time, a unit of the same type finished producing. A few other rarer crashes were fixed as well.

  • Fix for army tents that are selected and despawned are automatically deselected. The missing deselection caused the crash explained above.
  • Fixed a bug when trying to load a saved mission from a map that was created in the map editor.
  • Fixed the exception handler to deliver only one exception to Trello instead of dozens when the game crashes.
  • Fixed a rare crash bug when loading a map or mission with forest fires.


If anybody has crash bugs when loading a saved mission it would be awesome if you could drop the savegame that you can find C:\Users\[UserName]\AppData\LocalLow\Microtale\HeartOfMuriet\SaveGames\TestCampaign to your discord in the bugs channel.

Thanks for playing!