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Heart Of Muriet News

Another small bugfix udpate - version 0.643

Hey,

I have gone through Trello today and found a few more game crashes, which were reported. So I decided to try to fix most of them. Most of the crash bugs are hard to reproduce so don't expect the game to be crash-free.

  • Fixed several crash bugs related to loading/saving formations.
  • Fixed a bug in the pause menu which allowed saving/loading of the tutorial which could lead to crashes.
  • Fixed a crash bug in harvester view, though there might still be an issue while loading saved missions.
  • Fixed a bug where the AI would try to send a formation to identical bases.
  • Fixed a possible crash bug when trying to change the resolution in the options menu.
  • Fixed a possible crash bug in moving troops to bases.
  • Fixed a bug in the map editor crashing when saving a map.
  • Fixed a crash bug in formations when removing squads from formations after loading a game.
  • Fixed a crash bug for the squad which could sometimes not be placed on the navigation mesh after a tornado hit them.


Cheers and a great weekend to all of you!

Small bugfix update - version 0.642

Hey everyone,

just a small but important update as some users had crashes directly at the game launch. As I could not reproduce them on my rig, I still got crash reports in my Trello. Thanks to @DorianLabbe for coming onto discord and reporting the issue directly.

There was also a crash that happened after loading a saved game or building certain buildings. This should be fixed as well.

There are still issue with loading saved missions which I am currently investigating.

Thanks all for playing. If you want to report bugs or have ideas to improve the game please join our discord. That would be greatly appreciated! :)

Cheers!

The demo is dead, long live the playtest!

Hey there,

a lot of goalposts for the project are currently moving in a good direction, though it took me quite some time to get things organized as I am currently the only developer on the project.

The game has also gone through a massive playtest on a different dedicated site and the result of the feedback is this patch.

The demo has been taken down and we are now using the new steam playtest feature hoping to get more feedback while developing the game.

[h2]Important: It would be awesome if you could join our discord.[/h2]


Please keep in mind, that I am working on a lot of bigger features and improvements in the background which are currently not yet in this build. Update about new features will follow step by step.

Let's get to the long list of improvements.

[h2]Improvements[/h2]
  • Improved look and usage of the campaign menu.
  • Improved look and usage of the main menu.
  • Improved look of army tent UI.
  • Story narrator text is now in italic.
  • Possible bug fixes for the crash to desktop (invalid camera position).
  • New loading screen for game and editor with random tips.
  • Navigation info is now included in map files to prevent low fps at the start of the game.
  • Spawning props are now hidden behind the loading screen, which also prevents low fps at the start of
  • Added a difficulty setting to the map selection in the campaign menu -> though this is currently only based on the decision/action speed of the AI.
  • Added a tutorial step to introduce the formation UI
  • Added feedback to mission saving.
  • Added "load last level" button to map editor
  • The Area Heal spell is now only healing units that are injured and do not resurrect missing units in squads.
  • Improved the look of the base selection and removed the "inner ring" as it confused some players when they wanted to deselect the base in the tutorial.
  • The overlays of buttons are now darker.
  • Changed the Mt. Dinheim map so that it would not make sense for the AI to the attack bottom-left base when the player owns the top left as well as the bottom right base.
  • Added a resurrect spell that resurrects missing units in squads. It has a high cooldown and costs more mana.
  • Added a few sidequests to different maps.
  • Removed the second dialogue text in The Jivalon Incident as it did not add anything to the story.
  • The base worker saturation is now shown when clicking on the storage building.
  • The UI progress bars now showing the number of seconds for research, recruiting etc.
  • The AI is not attacking bases on the same team, though they still would fight if they meet in between or conquering the same neutral/player base.
  • AI Caster is now using Mana To Gold and Gold To Mana conversion spells if available.
  • Improved look for player resources UI
  • Building plots can now be moved closer to the centre of the base. This was reserved for army tents be, which did not work well.
  • Army tents are now automatically spawned where free space is available.
  • Army tents are now deleted when there is no squad of this type left on the base. Though, their last positions are saved for later.
  • Adjusted AI difficulty levels for Mt. Dinheim, Whitegarde and SeneerEncounter.
  • Improved all names and descriptions of research, spells and upgrades.
  • Squads in formations have a little more space in between to make it look better when they start charging forward.
  • Increased the size of armour and health bars for units
  • Changed the look for squad overhead icons.
  • Squad overhead icons are a little earlier activated depending on the camera zoom.
  • The formation selection button now has slight transparency.
  • Increased the size of the progress bar in building overhead UI.
  • Guard slots from the guardhouse can now be dragged around the whole base, not only a few meters from the guardhouse.
  • The camera is now allowed to zoom in closer (though this can lead to clipping in some situations).
  • Mission not saveable when in the tutorial


[h2]Balancing[/h2]
  • Increased the cost of spells and incarnate upkeep.
  • The arcane spell now has a little bigger radius of effect and does more damage.
  • Reduced most of the research times by 30-50%.
  • Increased worker building speed by 50%.
  • Worker repair speed is now identical to build speed.
  • Repairing slows down by 50% when there are no resources left.
  • Building repair costs were reduced by 25%.
  • Increased the amount of supply per farm from 6 to 7.


[h2]Bufixes[/h2]
  • Fixed minimap colour problems.
  • Fixed a bunch of possible timing crash bugs.
  • Upgrades are shown again in overhead UI due to the tutorial.
  • Fixed bug in the tutorial where laboratory or storage would not be recognized when built too early.
  • Fixed a bug in the tutorial when bringing up the send UI was a mandatory task, this is now skip-able.
  • Added a function to the event dispatcher which removes targets that are null. Currently only called After a level has been destroyed.
  • Fixed a bug in PlayerInputCastSpell where when disabled the spell UI was still active. So the player was not able to cast spells anymore.
  • Fixed a bug in the wizard state which led to not being able to cast spells anymore in some rare circumstances.
  • Fixed a possible crash bug in BuildingObjectUI.
  • Added new formation positions to the tutorial as they were missing.
  • Fixed research unlocks in "The Seneer Encounter" -> Incarnate was locked which is actually in the research order list.
  • Fixed quest rewards in "The Tree of Whitegarde". Some rewards were without descriptions and wrong and were also not set correctly inside the quests.
  • Possible bug fix for tent problem (not removing tent, when units killed inside them) created while the map name was empty.
  • Some small adjustments to all of the maps.
  • Tooltip, tutorial UI, dialogue UI, pause UI, loading screen UI and other spawned UI elements are now correctly destroyed
  • Renamed settings screen to the options screen
  • Fixed a bug in the editor when testing maps -> editor UI was not correctly despawned.
  • Fixed a bug in the pause menu, when opening settingsUI while the tutorial is running.
  • Fixed a bug when loading a savegame
  • Improved look of send dialogue UI
  • Fixed scroll view problems in result UI
  • Fixed last entry (spells cast) in result UI
  • Fixed a game-breaking bug where the UI would vanish when opening the Options menu from the pause menu or tabbing out in certain situations.
  • Fixed several crashes when saving/loading missions.
  • Fixed some decal colours in the snow map of Whitegarde.
  • Fixed a problem with building upgrades which would not spawn sometimes.
  • Fixed a bug where workers would not react (stop repairing/building) when the base-wide worker slider changed
  • Fixed a bug in the map editor where the resource slider would not work anymore
  • Fixed a bug with fading in/out tents in certain situations.
  • Fixed a bug in the range upgrade where the wrong buff has been applied to the archers.
  • Fixed spelling errors in the loading screen tips.
  • Fixed a problem with selection colours in ice biomes.
  • Fixed a bug for the base bonus UI -> button was not deselected after bonus ran out.
  • Fixed a bug for the base bonus UI where the bonus text was not updated correctly sometimes.
  • Fixed some issues with archery overhead UI.
  • Fixed some text size issues in yes/no requester.
  • Fixed display name of buildings when asking for stopping build or destroying them.
  • Fixed upgrade builder not showing the number of seconds correctly.
  • Fixed issue where units would not walk to guard spots correctly.
  • Fixed a bug when the wizard is incarnated the first time the wizard incarnation at the tower would not have the correct position.
  • Fixed incarnation button on formations when cooldown was still active it would still be interactable.
  • Overlapping tents should not be possible anymore.
  • Map Editor: Fixed a bug in TriggerManager that would crash when deleting a node in the map editor.
  • Map Editor: Fixed several bugs in BuildingSlotPlacer that would crash when moving around tents.
  • Map Editor: Fixed a bug in MapSerialization where levels would not load correctly sometimes.
  • Map editor -> fixed renaming of map name/quests when map name is empty and quests etc. were


[h2]Teaser[/h2]

As this is a boring long list. I have some art to show off for the new buildings which are currently in development.

[h3]An overview of the new buildings[/h3]

[h3]
The look of the new Wizard Laboratory[/h3]

[h3]
The look of the new Blacksmith[/h3]



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

Communication and EA release timing

Hey all,

sorry for not posting any updates in the last weeks.

The reasons for this are very personal, but I try to be open as possible anyway. If you are not interested and just want to read the news about the game, please just skip to the TL;DR section of this post.

I have started working on Heart Of Muriet in early 2017 with some breaks in-between e.g. to renovate an old house, earn some money etc.

Fortunately, a very talented artist joined in 2019 and gave me a big motivational boost, as the game started looking awesome and I also had somebody to pitch my design ideas and get feedback regularly.
While the pandemic hit others hard in 2020, we were productive and finished a demo and released it on itch.io. It was featured on the front page, we had lots of downloads and feedback, things were looking great.

As the demo was public we started to work even harder we pushed a big update released the demo on Steam in October 2020. We added more content and polished the game even further for the upcoming Steam Game Festival in early February 2021.

The festival was great, we got a little media attention and the discord started to grow slowly. During the festival, we updated the game almost every day. Things were still fine.
In early March 2021, I realized that something was wrong. The pandemic was still thriving, a neighbour and friend died of Covid-19, and I felt empty and burnt out.

I realized that I didn’t take any vacation in 2020 and was working up to 12 hours a day or more. I knew it was time to take a break, but I still felt the pressure to post updates and to make the demo better.

I didn't dare to tell the community that I needed a break; instead, I tried to still work on the game without any productive output.

Some time passed and I finally took a break, but unfortunately, I felt it was too late to communicate it so I kept silent again. I am sorry for that.

Luckily things are now back to normal; I am working on the game every day, now with a much healthier schedule.

Due to failing to produce a lot of output in past weeks, we are going to shift the release date to the end of the year / very early next year. Also expect more regular updates again, as we have a lot of new features and content in our pipeline.


[h3]TL;DR[/h3]
The developer got burnt out and was silly enough not to communicate it early, took a break and is back on track now. Release for EA has been moved to end of year/early next year. Expect more regular updates again.

Demo Update #12 - v0.627 - Bugfix in Settings UI

Hey,

just a minor update but it was annoying for people which tried to set the correct resolution or Hz frequency for their monitors in the settings UI. This should finally work after several tries to fix it. Thanks to all who reported the issue.

Cheers,
The HoM DevTeam