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Hero's Hour 2 is coming!

[p][/p][p]It's been a long road since the Hero's Hour v2.0 update brought us to steam, and it's been some wonderful years of post-launch support. But recently, I've been putting together a team and started work on the next evolution of Hero's Hour: With so many sweeping changes, it had to be a sequel.[/p][p][/p][p]You can jump over to see the steam page, trailer and wishlist it now! Right here: Hero's Hour 2.[/p][p][/p][p]Not only will Hero's Hour 2 be a jump up in team size, it also goes to higher levels when it comes to quality - and thus development time. So it's not playable yet. But if you follow the steam page or the official Hero's Hour discord server, you'll be getting all the news about what I expect to exceed every parameter of Hero's Hour 1, once it's done.[/p][p][/p][p][/p][p]The team is composed of me, Lautaro Ariño who also worked on Hero's Hour 1, as well as two powerful indie developers known as Unleash the Giraffe. The project is being safekept by Hooded Horse. I am super proud to have reached a level where I actually am working on a game by the same publisher who has the current Heroes of Might and Magic game under their wing.[/p][p][/p][p][/p][p]So, to make sure to not leave Hero's Hour 1 players much too impatient waiting for this huge thing that's coming as soon as we can make it, I've put together a bit of a patch for Hero's Hour 1, too. Patch notes below:[/p][p][/p][p]Minor patch v2.8.3
[/p][p]ADDITIONS[/p]
  • [p]Hero's Hour 2 advertisement added to main menu[/p]
  • [p]Added healthbars to walls[/p]
  • [p]Added unique sprites for Rank I, Rank II and Rank III of Faith, Carnage, Discovery, and Adventurer- to match other major skills[/p]
  • [p]Added unique sprites for Rank II (and Rank III) of the following subskills: Life Summoner, Drown[/p]
  • [p]16 more hero combat sprites added to the community made Hero Combat Skins pack[/p]
  • [p]Map setup screen now allows picking which Rogue faction to play as without picking a hero (i.e. random hero from chosen Rogue faction) [/p]
[p]
BALANCING[/p]
  • [p]Mana Spring now gives 3 mana per movement point spent instead of 1[/p]
  • [p]Walls now get more hp the later in the game you are (+10% per week)[/p]
  • [p]Walls now get even more hp when constructing buildings that improve the level of the walls[/p]
  • [p]Walls now have a natural 2 damage reduction[/p]
  • [p]Unit tooltips now display their damage reduction - called armor[/p]
  • [p]Increased all unit's attack and armor by values depending on their rank and whether they're aggressive or defensive - leading to buffs to high tier units[/p]
[p]BUG FIXES [/p]
  • [p]Rewrote the code for aether spellpower bonus for summoning spells to be more safe[/p]
  • [p]Increased the size scaling for Mare Nostrum to reduce bugs for higher numbers of players, and reduced max players to 5[/p]
  • [p]Fixed a bug where sometimes Guardposts would spawn on coastlines[/p]
  • [p]Fixed Potency spells only spending the mana of the original spell[/p]
  • [p]Fixed a bug allowing lost heroes to gain xp by being rehired[/p]
  • [p]Tailtoads no longer flop around while sleeping, petrified or frozen[/p]