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Hero's Hour News

The Progression Update is released!

Here we are - v2.7.0 is now live on the main branch! Concurrently, the game is now on sale to celebrate!
Please note there are minor save compatibility issues (no crashes expected). If needed, you can access v2.6.3 via the Steam beta branch.

The Progression update focuses on the two main forms of progression in the game: The maps and the heroes. This is a really large update, perhaps even larger than the v2.6 Great War update. Not only that, I believe this might be the best update the game has seen since v1.4. It changes so much of how the game is played in the direction of there being much more to explore - whether we are talking literally about map exploration or figuratively about exploring the various avenues of hero skill synergies.

The headlines of the update are as follows:

  • New, more compact maps with height differences, win conditions, and an open number of player slots
  • New skill system sorting skills into categories and adding 120+ new subskills
  • New units, new spells, new adventure map buildings, new art upgrades
  • Various QoL improvements and balance changes
  • ~70 bug fixes


If you want a development log about what’s changed and some thoughts about why, you can go check out the previous announcement - or you can see the short form of the patch notes below.

It’s been a long development process stretching across 23 pre-releases, and I want to thank everyone who played and gave feedback on the features as they were being worked on. It is thanks to them that we now all can enjoy this wonderful update. Oh, and thanks to the wonderful community artists who submitted ideas and designs for the various community art updates.

Now that v2.7.0 is out, I can start working on v2.8. I’m doing my best to make sure the next update will be a lot smaller than the last two updates, both of which have been much too big.

[h3]Play now:[/h3]

https://store.steampowered.com/app/1656780/Heros_Hour/

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[h2]PATCH NOTES SUMMARY[/h2]

[h3]MAP GENERATION REWORK[/h3]

Map generation completely overhauled
All maps have been replaced. Some new maps share name or shape with old maps
New UI for setting up games
5 new win conditions for some maps (incl. 5 new buildings)
New system for creating templates for the random map generator
Resource piles now have different levels of wealth depending on what part of the map they spawn on
Maps now generate with cliffs
Two new terrains: Gold Beach and Dreamscape
New large terrain art assets for all terrains




[h3]SKILL SYSTEM REWORK[/h3]

The game now uses Skillsets instead of Skilltrees for hero progression by default
Sorted all current skills into 47 major skills and the rest into subskills
Reworked the following skills: Tactics (now called Strategist), Champion, Aeromancy, Swiftness (now called Wind Pace), Weightless Soul (now called Wing Master), Fortune, Terramancy, Heavy Soul (now called Stone Heart), Enchanting, Swordsmith, Armorsmith (now called Shieldsmith), Pyromancy, Leadership, Armorer, Hydromancy, Offense, Mysticism, Summoning, Avatar, Engineering, Wisdom, Demoralise (now called Horror), Tragedy, Mastery, Scouting
Added 2 new major skills: Carnage, Faith
Added 54 new general subskills: Affinity, Gambler's Wheel, Inspiration, Lucky Star, Grave Guard, Life From Death, Demonic Reduction, Demoncaller, Possession Cataclysm, Fireleaper, Inferno, Heroism, March Onwards, Persistence, Plating, Lifelink, Aggression, Manalife, Underdog, Grand Physician, Vigour, Belch, Digest, Spit, Betrayal, Survival, Stormbringer, Luckyguards, Life Aether, Jewelsmith, Mana Drain, Demon Blood, Rainstorm, Sapper, Swallow, Conversion, Elite Guard, Brawn, Skepticism, One on One, Dragonform, Guard of None, Dragonslaying, Prism, Customisation, Whimsy, Productivity, Nobility, Forceful Strike, Cult of Muscle, Gold Teeth, Putrid Air, Undying
Added 36 new faction subskills: Salary, Royal Tribute, Old Mirth, Elven Artillery, Lunar Rites, March of Nature, Mage General, Spire Attunement, Scholar, Coil of the Dead, Frost Lich, Turn Living, Ritual of Power, Venomus Demonicus, Great Feast, Sandcaster, Hero's Horde, Ritual of Flesh, Swamp Silver, Bog Witching, Scale Lord, Doppelganger, Tunnel, Dragon Whisperer, Ways of the Sea, Pearl Crown, Fire Dance, Gold Digger, Carve Guards, Earthen Eternity, Uphold Tradition, Serene Meditation, Tea Master, Umsql, Cult Recruiter, Romance
Added 23 new skills for Rogue Realms: Chemistry as a new major skill, and 22 subskills: Mana Crystals, Buying Life, Golden Blood, Dragonskin, Bestial Fury, Life summoner, Rootcaller, Questing, Analysis, Test the Flesh, Research, Midlife Crisis, Spore Spreading, Budding, Neurotoxin, Mychoral Guard, Artillery, Mechpriest, Inspiring Drum, Energetic Jam, Peace Binding, Province Guards
Moved several subskills from Rogue Realms exclusivity to be part of the base game; of the old Rogue Realms exclusive subskills, only Call Beasts, Chemistry, Infest, Tinker, Lovely Tune, Exploitation and Crystal Assembly remains locked to Rogue Realms
Designed new skillsets for all heroes
Changed which skills and subskills heroes start with
Changed, on a skill to skill basis, how many ranks a hero can learn, and what requirements exist for the skill
Added 64 new spells for the new skills


[h3]OTHER NEW CONTENT[/h3]

12 new units added: The Blood Golem, Medician, Mercenary, Nighthowler, Herculean, Terraformed, Questing Raffe, Aether Witch, Vulpella, Life Reaper, Blood Aspirant, Rune Beacon
15 new adventure map buildings added to the game
Sea towns have been added as a special type of Brine town for players owning Rogue Realms DLC
Added 6 new spells: Nightmare, Dream, Slumber, Detonate, Reap, Root
Hand Designed Skirmishes - these were previously randomly generated


[h3]COMMUNITY GRAPHICS IMPROVEMENTS[/h3]

Improved default boat during naval combat
Divine Vessel spell now creates a unique boat with unique overworld and in-battle graphics
Lizardfolk heroes now create Turtles instead of Boats at the docks. These have a unique overworld and in-battle graphic
Most factions get unique new walls during sieges (by DeadSaracen)
All factions get a new unique look for their first aid station warmachine (by SleepyMage)
Updated art for Crusader, Paladin, Bloodsucker, Firestinger, Corruptor, Boneliath (by DeadSaracen)
Updated art for Enclave units by AntRose
Implementing 2 minor graphical updates + 1 overhaul to the pheromones subskills (drawn by AntRose)


[h3]MINOR CHANGES[/h3]

All hero classes now get a unique silhouette for their artifact equipment screen
Guardposts made by Mason now are guaranteed to give their units to the hero defending them when attacked, instead of there being a chance for the enemy to attack the guardpost but not the hero, or a guarantee for this to happen if the hero was uncamped
Bodyguards/entourage losses are now calculated differently and more accurately
Now all types of entourage units regenerate at 15% each day
Week of X unit can no longer roll into technical units such as gods
General artifact set and Champion Statue now give +1 Entourage instead of the Bodyguards skill
Entourage time scaling now limits entourage units during early game for longer
Rogue Statue now gives +3 daily movement instead of the Logistics skill
FOW can now be cleared to the very edge of the map
More player colours
Units with damage reduction now show small glimmers during battle
Lorane now starts with Nighthowlers
Obelisk visions now look different
Tide now starts on Gold Beach terrain, and Delirium starts on Dreamscape terrain
Reduced the frequency of Death Coil killing huge amounts of units by increasing the damage dropoff per jump
Hex and Toadify spells are now Water-school instead of Earth
You can now see what a unit will bloodwarp into by holding B while looking at an expanded unit tooltip
Transformation from Apothecary no longer clears curse of undeath from Malediction or Bane
Air Shield now stacks with units that already had Ethereal, and stacks with itself when cast multiple times
New sprites for the following artifacts: Mesmer's Wall, Batal's Gloves, Ruby Band, Ring of Power, Conjurer's Cape, Champion Banner
Reduced the amount of Firepower/Waterpower/Airpower/Earthpower given by artifacts to 1/10th, to match the new spellpower mechanics
Changed the effect of some artifacts to no longer give +1 skill point, but instead to use proficiency/entourage/command
- Mesmer's Eye
- Rabbit's Feet (daily gold income)
- Tusk's Immortality
- Rogue Trousers
- Bluepearl Ring
- Locket of Death
Removed Learning from a series of artifacts and replaced it with an Experience rate bonus. These are nerfs
- Ring of Victory
- Regal Tunic
- Pompous Crown
- Artisan Helmet
- Tusk's Helmet
- Mandel's Gem
Special artifact bonuses such as "Shadowbetrayal", "Grizzly Guard" and "Unit Speed" will now show up in the UI as skills and will now have tooltips explaining their effects
Most units have had their living status sorted into more accurate categories (undead, human, draconic etc), and you can now see a unit's living status in its tooltip
Heroes now have a per-hero setting for living status
Some new living status categories have minor buffs or debuffs, such as Plants taking double damage from the burning status
Improved various aspects of the Manage Heroes screen
Warmachines now show tooltips when you hover your mouse over them during combat
Tailtoads and Snowbeards now have their damage scale correctly and display correctly
Infernal Gate is now weaker for armies with very few units (less than 100 unit power)
Units that transform still retain proficiency bonus; this includes Lacks
AI now prioritises fighting an enemy hero head on over teleporting home to defend their town from that same threat
AI now prioritises developing and defending their strongest towns first, and will no longer become confused when two towns close by each-other both are threatened
Higher levels of AI now prioritise hiring two heroes immediately when the tavern is bought
Projectile Protection now also reduces ranged attack damage by 25% and is now named Deflection
Fighter hero classes now gain Knowledge slightly faster
Extended the differences between Mob Strength: Low and Mob Strength: High advanced map setting
When hovering over the hero's movement bar in the HUD, the number of tiles in the current path is shown on the map
Forts and Citadels that require more creature dwellings to build now also show other requirements in their tooltips.
Changed the depth at which the Devour text is drawn, to be drawn on top of instead of underneath blood particles
Made the resources given by Buried Treasure more controlled; now a certain number of piles will always give gold and a certain number of piles will always give rare resources
Reduced the power of Buried Treasure for starting areas for small maps
Amount of resources, amount of artifacts, and power of artifacts given by roaming heroes now scale with their level
In battles where you gain more unit power than lost, the game will no longer phrase it as losing a negative number
Oligarchy now affects entourage units
Rewrote the tooltip for Statue of Physique to explain that heroes need to know Might or Ardour to be affected
Updated the Elemental Crystal spell in Sample Mods to now use the new, more straightforward mod functionality for summoning spells
Prevented the AI from casting Swift Retreat randomly during battles
Updated the text in the window that explains army limit size
Extended "Force Symmetry" to also guarantee same results when opening chests
Extended "Force Symmetry" to also guarantee placing the same artifacts
Reduced the variability of undead units by half, tieing the outcomes to specific heroes
Heroes who specialise in undead units now have a significantly higher chance of creating those undead units
The Idol unit will no longer become converted by Blight Ritual
Updated lists of faction units for Custom Skirmish to include v2.6 and v2.7 extra-faction units
Improved the tooltip for towns; the size of the small buttons, and the area for the cursor within which the tooltip will stay active
Increased the Command of structures that use a lot of unit power, such as the Arena (by +1 command for each 25k gold worth of units)
All Units list in Lexicon can now search for unit names or ability names
All Units list in Lexicon can now filter for unit tiers
Adjusted distance that AI is able to find buried treasure, making it more dependent on number of clues that they have found
AI heroes now keep track of cooldown for individual spells during combat, increasing the time between casting the same spell twice
Made it possible to right click units into and out of unit conversion buildings
Changed how gold cost of Training Grounds is displayed
Added Wildren Shrine to Wild's lexicon page
Combat will now end faster when fighting Betrayal units that are out of health
The mana display on the HUD now more accurately shows mana pct when you have between 0-20% mana
Adjusted the number of units summoned by summoning spells to scale more accurately, incl. a lower number of units for low spellpower, incl. fewer units summoned by a single unit casting a summoning spell
Blight Ritual will no longer convert your hero's specialty unit if the hero has the Mastery skill
Reduced occurrence rates of unlockable heroes to 1/3rd of main heroes
Inner Health can no longer be cast on Undead units
Increased the stats of catapults that are used during defense
Added a description of heroes specialisation unit and starting spells to map selection and lexicon


[h3]BALANCE CHANGES[/h3]

Siren Song has been made more powerful, its effect increased by 25%
Changed how fear works, making it less likely to affect high power units
Added fear resistance. Each time a unit is terrified, the duration of its next fear becomes shorter
The fear from Wail is now strongly reduced by fear resistance
Morale now additionally shortens / lengthens duration of fear
Halved the rate at which Tailtoads inflict freeze
Increased the attack cooldown of Psychotrophs, Sludge Spitter and Absurdum units
Fireflies burst damage now reflects their attack damage
Increased Fireflies' attack damage by 50%
Reduced Betrayal proc chance from 100% to 100% for player owned and 80% for neutral owned
Gilded Pearlshells now have a slightly lower proc chance for both Petrification and Midas Touch
Incinerate now deals 150% damage to burning units instead of 200%
Buffed stats of following units: Dragonworm, Farmer, Child of Midas, Hound Dog, Hound Tamer, Imp, Glutton, Anima, Forest Spirit, Militia, Halberdier, Spawnling, Deckmate, Soulmage, Lich
Nerfed stats / increased cost of following units: Slickspitter, Sneagle, Malcorvid, Infernal, Hellgoat, Sorcerer, Psychotroph, Sludge Spitter, Absurdum, Kroll Bowman, Freshling, Songblade
Halved the power of Entourage so it now works like its description and how it was meant to work
Entourage can no longer give more units than the total power of all your real units on all your heroes and towns
Reduced the xp cost of summoning demons to 1/3rd of what it is
Demonology now summons slightly more demons early in the game and slightly fewer units later in the game
Reduced the mana cost of Necromancy by 1 mana
Reduced the scaling of Necromancy with number of enemy units by 20%, but increased its base strength (same change as what happened with Demonology)
Reduced the AOE of Freshling attacks
Increased the base health and damage of Shadowcasting and Shadowcloning copies, making these skills less reliant on several ranks
Number of Boneguards created by a Bane hero now scales with their level: Number = hero level + 6 * bane rank
Taxpayer unit ability now gives +5 gold per power instead of +2 gold per power
Increased health of Ophidians, Monster Trogs and Hollow Champions
Increased health and damage of Corpseeaters, and health of unupgraded Zombies
Removed high level summoning spells from the list of spells that can be cast by Release
Reduced the proc rate of release slightly for Amberodes (from 20% to 17.5%)
Reduced the duration of Insensate for units not owned by any players to 75%
Buffed Goblin health by +5 and Voodoo health by +3
Gave leap units a very short immunity time after landing from a leap
Reduced the power of Possession from units that do not belong to any player by 33%
Infirmaries are now able to heal any unit that can be hired in town, even if those units are not faction units
Nerfed the cost and thus difficulty estimation of Wildren unit
Increased Slickspitter cost; decreased Slickspitter growth
Increased Venom Darter cost
Increased Agony Beetle cost
Neutral Roaming heroes now either have half mana, or 30 + one quarter of their mana, whichever is lower
Reduced the damage of Cannonneers manning the turrets of Tide walls for neutral encounters
Reduced number of Cannonneers manning the turrets of Tide walls from 3 to 2
Greatly increased Health and Damage of Sorcerers
Halved the duration of the immunity given by Swift Retreat
Changed summoned/miraged units with Midas Touch turning into golden statues to now just leave normal corpses to fix an unintended gold gain
Warding now protects against Comet Strikes
Projectile protection and range reduction now works against Arrow Rain
Avatar now scales off the average of the mana cost of the spell and the actual mana spent on the spell; this reduces the number of units created up to by 50% in case all of the spell's mana cost is paid by Buffer or similar mechanics
Limited the effect of gold stacks spawned by battle turning into Artifacts to only happen via Hunter or Plunder
Reduced number of Runescribes manning the walls of neutral Earthen combat encounters
Flying units that do not belong to any player now can only use their pick-up-and-kill ability on units with 25% less health than before
Fixed low rank units turning into Wretched units when turned into undead despite weaker options being available
Nerfed amount of Soul power gained from combat to be more flat, closer to 20 per combat
Improved Dragon Temple's rate of upgrading dragons by 4x
Dragon Temple can now upgrade summoned dragons and entourage dragons, but only for the duration of that battle
Warding now protects against Comet Strikes
Projectile protection and range reduction now works against Arrow Rain
Changed the way that Summoning spells scale with spellpower, unit cost, etc. Overall, they are now a bit weaker but scale better lategame
Nerfed the secondary effect of the Hunting skill (giving artifacts when fighting beasts that did not come from Hidden Beasts)
Increased the time to attack for Ranged units with Wind-up, more accurately halving their attack speed
Reduced damage of Cultists and Spiritists
Increased Venom proc chance for low tier units, mostly affecting Cultists, Spiritists and Venom Darters
Reduced number of Grey Boys on avatars slightly for avatars after the first
Forbidden Tome can now at most give +10 knowledge
Units that summon units summon fewer units (see "Minor Changes: Adjusted the number of units summoned by summonings spells to scale more accurately")
Doubled the resources given by Commercial Centre town perk


[h3]MODDING[/h3]

You may now specify unique targets for bloodwarping and other similar effects when doing unit mods by adding in a new line called "Elite Target: Nameofunit"
Heroes can now have their living status set
Global variables can now be read and changed by prefacing a variable with an @ instead of using the global_read() and global_set() functions
New function to make heroes unavailable by conventional means, allowing creation of special heroes
Complete overhaul of skill modding
New modding custom scripting functions:
- find_object_index(name)
- find_sprite_index(name)
- add_sprite(filename,number_of_frames,x_origin,y_origin)
- draw_sprite(sprite_index, image_index, x, y, x_scale, y_scale)
- draw_sprite_outline(sprite_index, image_index, x, y, x_scale, y_scale)
Two new functionalities:
- put @ before the variable name in variable_exists() to check if the named global variable exists
- array_create() and list_create() can now take any number of arguments to instantly put inside the list/array
Technical unit groups for the various factions now get generated BEFORE mods are loaded, allowing you to use these groups with mods
Implemented support for replacing unit sprites along with the new Unit Edit format
Implemented support for replacing unit sprites without using a Unit Edit data.txt file


[h3]BUG FIXES[/h3]

Reduced the hard disc use when showing the battle menu
Docks building will no longer show up in the middle of battlefields when fighting near a docks
Heroes who gain knowledge when leveling up also gain the +10 to current mana
Fixed rooted units still being able to use Charge
Removed the graphical effect of True Strike (archery bonus) on Blaster attacks hitting own units
AI will no longer use Devour Own indiscriminately in fights against the player
Fixed a bug that might make the AI pay for a hero without getting them
Fixed AI not prioritising tavern for players with Rogue Realms installed
Fixed autobattle spellcasting simulations sometimes making a battle a loss that was a win before the spell simulation
Fixed Paradisic Meadow showing +1 bonus while giving a +2 bonus
Casting Chaos while in a naval battle will no longer scatter units into the water
Fixed a bug that made unlockable heroes have different town building layouts than other heroes
Fixed a bug that made Mercury Boosts draw half souls instead of full ones
Fixed Hydra Heralds not triggering correctly if dying in a battle that an enemy initiated
Fixed several other post-battle effects not triggering correctly when battle was initiated by an enemy
The daily ore income from Carver Stalls now is displayed correctly
Setting all players to be on the same team will no longer trigger any achievements
Taming now works correctly after autocombat
Fixed High Unit Growth advanced map setting quadrupling unit growth instead of just doubling it
Fixed a bug that would sometimes leave roaming heroes stuck on treasure
Fixed Swift Retreat giving immunity when used by an AI that wouldn't use it to retreat
Heroes with Infest can now interact with buildings that have already been visited specifically to Infest them
Fixed Buried Treasure giving 2x as much sulphur as other rare resources
Made sure that the Watering Well unit growth now rounds down when at 0.5 instead of sometimes rounding up and sometimes rounding down
Fixed a bug that made units with leap underestimate or overestimate how far to charge / leap, especially when dealing with units with taunt
Fixed Potency spells showing up in the Spellbook special spells tab
Fixed a bug that allowed Shadowlocked or Petrified units to leave the battlefield in rare scenarios
Fixed a rare bug crashing the game on the Last Week map
Fixed a bug that would sometimes end a battle before a unit with Splitting or Potent Soul could use its on-death ability if that unit were the last unit fighting on its side of the battle
Fixed flying units not scaling the walls even when permitted to or when the walls were breached
Fixed Soul Beacon mercury boosting showing a different amount of units than what is actually given
Fixed a bug that made the resource lost pop-up animation not show the number -1
Fixed a bug that would crash the game when Haste was offered in a scroll or pandora
Fixed a bug related to Pearl-searching particles being spawned off screen and piling up
Chaos unit ability can no longer teleport units from boats into the water
Fixed an exploit where you could force the Batal artifact set bonus to always proc by just not clicking the level-up button on your hero
Fixed Soul Beacon not triggering each day in Hotseat PvP games and for the AI
Fixed the tooltip for Pheromones spell stating that the spell deals damage when it in fact does not
Fixed new Unit Edit files not correctly desyncing abilities from base unit and upgraded unit
Fixed the Rogue artifact set bonus shadow heroes not syncing caster/fighter abilities
Fixed a bug that would crash the game when Haste was offered in a scroll or pandora
Fixed a bug related to Pearl-searching particles being spawned off screen and piling up
Changed summoned/miraged units with Midas Touch turning into golden statues to now just leave normal corpses to fix an unintended gold gain
Fixed Soul Beacon mercury boosting showing a different amount of units than what is actually given
Fixed a bug that made the resource lost pop-up animation not show the number -1
Fixed being able to dig for buried treasure while your hero is mid-movement, which would mess up the revealed treasure
Fixed a graphical error in the Carcass sprite
Fixed Academy being able to give lessons to avatars, which wouldn't do anything
Fixed typo in description of Second Wind and Chaos spells (batte instead of battle)
Fixed Diplomacy not combining separate stacks of identical units into a single stack
Fixed some UI overlap issues with the hero window
Fixed a bug that sometimes would have combat end before all units had deployed if enough units were killed at once
Fixed casting Transform on low tier units making the game lag and eventually turn them into random, higher-power units
Fixed Resurrection prioritising non-permanent units instead of prioritising permanent units
Fixed a bug that would make summoned units that had been hexed able to be resurrected into permanent units
Fixed a bug that meant that Balistas firing very far would deal no damage
Units can no longer drown in naval combat if they are victorious
Fixed a bug where certain buff spells could be repelled by Warding
Fixed a bug where certain v2.6 units were not considered technical units when playing without Rogue Realms
Fixed Entourage units not being considered when the AI is deciding to flee
Fixed Necromancy not giving mana to avatars when using the Drain option
Fixed the daily gold income of Exarch set bonus not being displayed in the gold income tooltip
Fixed Wildren Shrine and Loss Shrine not being translated correctly
Fixed a bug that made Forbidden Tome give one more knowledge than the number of spells you knew
Made sure mana regen is described as an integer in the tooltip for Knowledge even when the hero has the Regeneration skill
Fixed Lieutenant Hall not giving the same hero as what is displayed in the UI
Fixed a bug that would allow you to duplicate Delirium heroes
Fixed an occasional crash when the AI was trying to protect a town they'd town-portaled to
Fixed a bug with the save file compression algorithm that would prevent the final 1-128 values not be recorded when compressing a grid
Fixed certain combat encounters having no command (such as catapults) - now 1 command is minimum in all cases


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[h3]Save 60% on the base game, with additional discounts on our bundles:[/h3]

https://store.steampowered.com/app/1656780/Heros_Hour/

https://store.steampowered.com/bundle/30963/Heros_Hour_Collection/

https://store.steampowered.com/bundle/42688/Sandwalkers__Heros_Hour/

Announcing v2.7 - The Progression Update

A couple of months ago, I wrote about the next update and the goals behind it. Not only have some of those goals shifted around a bit due to player feedback, but everything has become a lot more concrete. So, in this post I’ll go over the main features of the v2.7 update.

First, you might want to hear about the timeline. Work on the update started around March, and the main features were more or less finished in the middle of May - with this post, the public pre-release is more-or-less stable, which it certainly has not been throughout the whole process. Now comes a last period of polish, bug fixes, and waiting for translations. I expect v2.7.0 to land in about 1-2 months.

The Progression update is so named because it overhauls the two major systems of progress in the game: Hero levelling, specifically skills, and map exploration. However, this is a bit of an understatement, as you’ll see there’s a lot of additional goodies outside of those two systems.

Here are the current patch notes. For the major features, I’ll be going into a bit more detail.

[h2]MAP CHANGES[/h2]

[h3]Map generation completely overhauled[/h3]

The map generation algorithm, which has remained mostly unchanged since v0.5, has been completely rewritten from the ground up. The new system is better at generating smaller paths and filling out space edge to edge. This also means that with v2.7, non-sea maps will no longer be surrounded with sea on all sides. Additionally, it gives better control over the shape of maps, which allows the new v2.7 map templates to be much more varied and interesting.



[h3]All maps have been replaced[/h3]

New map system means new maps. v2.7 will launch with 31 maps of various sizes. Some of the new maps are based on the old maps and thus share a name, but even then, they are substantially different. An example is the new Duel map, which still is a small 1v1 map, but now its size is actually tiny, 32x32 tiles in all. There is also a series of maps with unique concepts, such as Path of Gold, where your enemy’s and your side of the map is connected by three paths, one which has ore, one which has wood and one which has gold.

31 maps might sound like fewer than what was there before, where the game had 43 maps. However! Many of the new maps can be played by any number of players between 2 and 6, and since many of the old maps are basically copies of each-other just with different player numbers, the actual number of maps is still larger.

Rogue Realms will still add an additional 12 new maps on top of the 31 base game maps.



[h3]New UI for setting up games[/h3]

Prettier UI, which also solves some long-standing issues with the map selection screen being too large for small screens and too small for large screens; also allows better integration of advanced map settings and choosing number of players for maps with 2-6 player slots. Even the “teams” feature makes better visual sense with the new UI.

[h3]5 new win conditions for some maps (incl. 5 new buildings)[/h3]

Some of the new maps will showcase new win conditions. Some of these are about keeping control of a town or certain map buildings, while some task you in defending a specific building. I’m not entirely convinced if these are better than the default win condition, but at least it’s more varied and in almost all maps, you can still win by defeating the opponent.



[h3]New system for creating templates for the random map generator[/h3]

A bit more controversially, the old nodemap templates will not work in v2.7, nor will there any longer be access to the nodemap editor. Instead, v2.7 will work off a new map file format which is easier to work with and generally gives better control of things. This also makes the way the in-game map templates and the modded map templates work the same, so you can edit the included map templates instead of having to do your completely own thing.

The new map template files consist of a modding format that should be familiar to anyone who has worked with Hero’s Hour modding before. One of the most important features is the ability to “paint” the map by filling out a grid of numbers.



The grid of numbers on the left create a map layout like the one drawn on the right.

The 1s designate the red area for player 1, while the 2s designate the green area for player 2. S designates a secondary area unowned by any player. And then the A, B, C, D, E and F are defined as towns and underground entrances in the rest of the map. The w regions are defined as water, however in this map the bottom half is defined as underground and thus that won’t be water, but underground void.

This, in sum, turns into the new Constellation map:


Please ignore the floating pirate.

[h3]Resource piles now have different levels of wealth depending on what part of the map they spawn on[/h3]

In short, early game resource piles will have fewer resources and late game resource piles will have more. There are also some special maps which play around with this, such as having a special area where all the resource piles are of the largest size.

[h3]Maps now generate with cliffs[/h3]

For now, this is purely visual change, but still it looks rather nice and makes the map terrain become more memorable. The maps come in two terrain heights with cliffs in-between.



[h3]Two new terrains: Gold Beach and Dreamscape[/h3]

One of the goals of the map rewrite was to make the game no longer have artificial limits on the number of terrains or players. Previously only 14 terrains were supported and only 7 players were supported. Now, any number of terrains can be added, and two have been added, one as a new Tide starting terrain and the other as a new Delirium starting terrain. Additionally any number of players can be put on a map, though I have not tested beyond 10. If at some point it becomes relevant to have more than 10 players on a map (I cannot foresee why that would ever be the case), that limit might be raised again.



[h3]New large terrain art assets for all terrains[/h3]

There’s a lot of new terrain set pieces, not just for the two new terrains, but also the old ones. The game has never looked as good as it does now. Even the sea looks better, now with waves coming off the coast-lines.



[h2]SKILLS CHANGES[/h2]

[h3]Skillsets is the new default for for hero skill progression; Skilltrees turned off[/h3]

Skilltrees were originally added in the v1.4 update as a bit of an afterthought. I was not able to do what I wanted to, so I settled for these instead. They ended up becoming a huge part of the game’s identity. Yet, they have caused a lot of issues with most later updates to the game. Especially Rogue Realms and v2.6 updates both suffered a lot in quality due to the disadvantages of the skilltree system.

Skilltrees are still playable as an advanced map settings.

Now instead of each hero having a skillltree of 14-16 skills, each hero will have a learnset of 6 major skills. These can be taken in any order. Major skills unlock various subskills, which means that on average, a hero will have access to 26-28 skills throughout their levelling. The new levelling system is both more open, full of more features (because there’s more skills), and more intelligible, since skills are grouped together into sets of major skills.

[h3]Sorted all current skills into 47 major skills and the rest into subskills[/h3]

So, what is a major skill, anyway? As mentioned, skills are grouped together into sets, and the Major skill is the one at the top, which gives access to the subskills.



Here you can see an example of these major skills and subskills. For instance, in the middle, we have the Mysticism major. Underneath, we have the Destruction subskill, Blight Ritual subskill, Buffer subskill and Mana Life subskill. To gain any of those subskills, you’ll first have to rank up Mysticism. Then, later, you can put points into them - though some, like Blight Ritual, might have additional requirements, like being level 7 and having Mysticism rank II.

Leadership is a major skill too, with Plunder and three new skills as subskills. And finally, all the class skills have been expanded as major skills with three new faction-specific subskills.

That’s a lot of new skills in a single picture, huh…

Why did I choose one thing to be major and another to be subskill? In general, the major skills are supposed to represent the most important mechanics in the game, and should generally always make you more powerful. The subskills are better suited for unique interactions and synergies that aren’t always useful. In general, the major skills are also a lot more straightforward than the subskills - many of the latter being as complex as Hero’s Hour gets.

Oh! One last thing. Skills now have varied number of max ranks. The old skills generally can have up to 4 ranks if they’re major skills and up to 2 ranks if they’re subskills, while almost all new subskills added to the game are single-rank only.

[h3]Reworked the following skills: Tactics (now called Strategist), Champion, Aeromancy, Swiftness (now called Wind Pace), Weightless Soul (now called Wing Master), Fortune, Terramancy, Heavy Soul (now called Stone Heart), Enchanting, Swordsmith, Armorsmith (now called Shieldsmith), Pyromancy, Leadership, Armorer, Hydromancy, Offense, Mysticism, Summoning, Avatar, Engineering, Wisdom, Demoralise (now called Horror), Tragedy, Mastery, Scouting[/h3]

These reworks range from being rather minor to being rather vast. For instance, Leadership and Fortune now give +2 morale or +2 luck instead of +1 - but also, the stats are changed to be half as powerful, so it all works out in the end. Other skills were changed due to becoming subskills.

Several skill changes deal with how bonuses multiply together. For instance, Hydromancy/Pyromancy/Terramancy/Aeromancy no longer give a 60% power bonus, instead giving +7 spellpower while casting that type of spell. In general, this will make late game synergies a bit less unpredictably powerful, while keeping the early game scaling the same.

One change I do want to highlight is Engineering, which now gives a new warmachine each time it is levelled up. Previously, it would only give a First Aid tent to a hero if the hero started with a point into that skill. To this end, 3 new warmachines were added so you can always get an unowned warmachine no matter at what point you put points into Engineering.



[h3]Added 2 new major skills: Carnage, Faith
[/h3]

Carnage is the new major for a group of subskills which all deal with synergies of losing your own units. Faith is the new major for a group of ostensibly spell-focused subskills.

[h3]Added 54 new general subskills: [/h3]

  • Strategist: Affinity
  • Fortune: Gambler's Wheel, Inspiration, Lucky Star, Luckyguards
  • Terramancy: Grave Guard, Life Aether, Terraforming
  • Necromancy: Mana Drain, Life From Death, Putrid Air, Undying,
  • Demonology: Demon Blood, Demonic Reduction, Demoncaller, Possession
  • Pyromancy: Cataclysm, Fireleaper, Inferno,
  • Leadership: Heroism, March Onwards, Persistence
  • Armorer: Plating, Lifelink
  • Offense: Aggression, Forceful Strike, Cult of Muscle
  • Mysticism: Manalife
  • Bodyguards: Underdog
  • Healing: Grand Physician, Vigour
  • Devour: Swallow, Belch, Digest, Spit
  • Horror: Betrayal,
  • Mastery: Survival
  • Aeromancy: Stormbringer
  • Smithing (previously known as Enchnating): Jewelsmith
  • Hydromancy: Healing Rain
  • Engineering: Sapper
  • Mastery: Conversion, Elite Guard
  • Combat: Brawn, Skepticism, One on One
  • Dragonking: Dragonform, Guard of None, Dragonslaying
  • Creativity (previously RR-only): Prism, Customisation, Whimsy
  • Estates: Productivity, Nobility
  • Carnage: Gold Teeth


So, yea, v2.7 adds a lot of new skills to the game. These range from rather minor effects, such as a stat bonus combining for instance morale and daily movement, and rather advanced effects, such as Stormbringer which summons a tornado each fight which becomes more powerful whenever you cast an air spell.

There’s a vast difference in the number of new subskills per major skill. This is related to how many old skills were put as subskills. In the end, each major skill has 3-5 subskill, most of them 4 - if you ignore faction skills anyway. About those…



[h3]Added 36 new faction subskills: [/h3]

  • Order: Salary, Royal Tribute, Old Mirth
  • Wild: Elven Artillery, Lunar Rites, March of Nature
  • Arcane: Mage General, Spire Attunement, Scholar
  • Decay: Coil of the Dead, Frost Lich, Turn Living
  • Pyre: Ritual of Power, Venomus Demonicus, Great Feast
  • Horde: Sandcaster, Hero's Horde, Ritual of Flesh
  • Enclave: Swamp Silver, Bog Witching, Scale Lord
  • Lament: Doppelganger, Tunnel, Dragon Whisperer
  • Tide: Ways of the Sea, Pearl Crown, Fire Dance
  • Earthen: Gold Digger, Carve Guards, Earthen Eternity
  • Pillar: Uphold Tradition, Serene Meditation, Tea Master
  • Delirium: Umsql, Cult Recruiter, Romance


So, yea, v2.7 adds a lot of new skills to the game. This was a wonderful time to flesh out and try to represent various themes of the factions that weren’t already touched. They range from rather simple. On the simple side, each faction gets a lvl 7 subskill which gives an entourage of a notable faction unit as well as a minor side bonus
On the advanced side, we have skills such as Doppelganger, which creates a shadowclone of your hero on the overworld, and Great Feast, which gives an overworld spell with a short cooldown that can be used to buff your hero’s units, but turns your units drunk and has an unpredictable gold cost.

[h3]Moved several subskills from Rogue Realms exclusivity to be part of the base game[/h3]; of the old Rogue Realms exclusive subskills, only Call Beasts, Infest, Tinker, Lovely Tune, Exploitation and Crystal Assembly remains locked to Rogue Realms

The Rogue Realms skills are the ones seeing the largest shake-up. Most are turning into base-game subskills, either because they were too good to be kept in the DLC, or they were too bad to be kept as paid content. Before, Rogue Realms had twelve pseudo-faction skills and a bunch of random assorted skills with little rhyme or reason. Now, Rogue Realms will have six full fledged major skills with four additional subskills each.

The change to exclusivity actually goes beyond just the above. One problem with the Rogue Realms DLC was that it split up modding into two segments, with mods not quite working for both Rogue Realms and base game. In the underlying code, even the Rogue Realms skills will now be available for anyone running mods that does not own the DLC.



[h3]Added 24 new skills for Rogue Realms: [/h3]

  • Hoard: Mana Crystals, Buying Life, Golden Blood, Dragonskin
  • Call Beasts: Bestial Fury, Life summoner, Rootcaller, Questing
  • Chemistry: Analysis, Test the Flesh, Research, Midlife Crisis
  • Infest: Spore Spreading, Budding, Neurotoxin, Mychoral Guard
  • Tinker: Artillery, Mechpriest
  • Lovely Tune: Inspiring Drum, Energetic Jam, Peace Binding, Province Guards


Chemistry is the new major skill and starting skill for the Alchemist heroes in Rogue Realms. The rest of the six main pseudo-faction skills are being fleshed out with appropriate subskills, such as Tyranny whose Hoard skill is now being supported by various resource-related or dragon-related skills.

You might wonder why Tinker has fewer than the others; it doesn’t, it’s just getting Crystal Assembly and Exploitation as subskills, since they fit it so well. So in total, each of the 6 main Rogue towns now has its own major skill with 4 extra subskills.

You might notice the above list only has 23 new skills. The last new skill is named Drown and is actually a Hydromancy subskill, but which can only be learnt by Admirals, that is, Rogue Realms heroes of the Brine town.

[h3]Designed new learnsets for all heroes[/h3]

The new learnsets are in part based on the skill trees used for Rogue Realms, but with a much larger focus on what skills make thematic sense for each faction to learn. Of course, there will be a human General that can learn Necromancy, we can have some outliers - but most of the heroes will now better fit their faction themes.



Above you see the frequency of various majors for the Wild and Pyre factions. Unsurprisingly, Demonology and Pyromancy is frequent with one, and Fortune and Terramancy is frequent with the other. They both like Summoning.

[h3]Changed which skills, subskills and units heroes start with[/h3]

The change of course goes beyond learnsets, also affecting starting skills. Additionally, the unlockable heroes, which with Skilltrees start with Rank II of a single skill, now start with Rank I of a major + Rank I of a subskill under that major.

Units are changed too. Mostly this is a redaction of a range of heroes that had non-faction units as their starting units. But also some new v2.7 units are being granted as starting units.



[h3]Added 64 new spells for the new skills[/h3]

Many of the new skills add spells, either overworld spells, combat spells with mana costs, and combat spells with day- cooldowns. Some of these are “just” summon spells, but are made special in the way they are learnt - such as Demoncaller which teaches 3 spells to summon demons, each of which has a multi-day cooldown. Others are more unique spells, such as Drown, which floods the battlefield, Dragonform, which turns your hero into a dragon, or Prism, which summons a bunch of copies of a single chosen enemy or friendly unit.

[h2]OTHER ADDITIONS[/h2]

[h3]12 new units added: Blood Golem, Medician, Mercenary, Nighthowler, Herculean, Terraformed, Questing Raffe, Aether Witch, Foxpirit, Life Reaper, Blood Aspirant, Rune Beacon[/h3]

The new units come by either because of new subskills, or because of some of the community art marathons. The latter units are, for instance, based on designs by DeadSaracen, MagicalStorm, SleepyMage, Lyolf and Kaazmun. The new units represent 4 new unit abilities: Nighthowler, Foxpirit and Blood Aspirant all have the Bloodform ability, which makes them transform when they kill an enemy; Aether Witch has the Colourcaster ability; Life Reaper has the Reap ability; and Rune Beacon has the Rune Recipient ability.



[h3]15 new adventure map buildings added to the game[/h3]

The sixth art marathon was held back in March and resulted in a lot of new buildings being added to the game:
  • Magic Mirror and Haberdashery by SleepyMage
  • Egg of Unknown Origin by Hamastra
  • Enchanted Pond and Earthblood Mine by DeadSaracen
  • Djinn Altar by me
  • Hero's Communion and Void Spiral by MagicalStorm
  • Dragon Aerie by Erridian
  • Ethereal Philosopher by Louis Morel.


Additionally, there’s five new adventure map buildings for the sea (the first of that type!): Den of Sirens, Brine Guild, Lighthouse, Calm Leviathan and Wrecking Reef.

[h3]Sea towns (Rogue Realms DLC only)[/h3]

These are a special variety of Brine towns only found out at sea. On large maps, you’ll usually find 1-2. They’re rather rare.



[h3]Added six new spells: Nightmare, Dream, Slumber, Detonate, Reap, Root[/h3]

These spells were added so that the Delirium heroes no longer had to start with Mysticism-specific spells. The mysticism spells in general were on the powerful side, and being given guaranteed access to a specific one was a bit too much, especially since generally, their power was balanced out by having to put a point into a specific skill.

[h3]Community Graphics Improvements[/h3]

Above, I’ve mentioned art marathons a couple of times. I guess I should explain what those are. They started as a tradition in the discord server where a lot of artists would all do their own version of a single thing. The first official art marathon was to create a new portrait for Hardsoul, the best hero.

The art marathons are held in two rounds: First, people draw up their designs and write a bit about their concept. Second, voting. The third round is that I ask the people who get the most votes if they want to see the thing added to the game, and if they do, I’ll do my best to implement it as close to their vision I can without messing up balance or design principles. And of course, the person with the most votes get to wish a completely new piece of content into the game.

Since then, there’s been a couple of other art marathons, before a long hiatus known as the v2.6 doldrums. Now in 2024, we’ve held three art marathons:
  • 5th art marathon: New overworld buildings
  • 6th art marathon: Faction-specific designs for default assets
  • 7th art marathon: New units based on the 12 factions


So, about half the new units are from the 7th art marathon, as well as some unit graphics being overhauled. Two thirds of the new buildings are from the 5th art marathon.



The 6th art marathon isn’t adding any new content, but it is adding new looks for old things - specifically doing faction-specific designs for things that previously looked the same for everyone:

  • Improved default boat during naval combat, by Hamastra
  • Divine Vessel spell now creates a unique boat with unique overworld and in-battle graphics, by MagicalStorm
  • Lizardfolk heroes now create Turtles instead of Boats at the docks. These have a unique overworld and in-battle graphic, by DeadSaracen
  • Most factions get unique new walls during sieges, by DeadSaracen
  • All factions get a new unique look for their first aid station warmachine, by SleepyMage
  • Updated art for Crusader, Paladin, Bloodsucker, Firestinger, Corruptor, Boneliath by DeadSaracen
  • Updated art for Enclave units by AntRose


These are all astoundingly excellent art pieces, going far beyond the general quality of Hero’s Hour art.

What’s special here is that the recent art marathons have not just been larger, more popular, and seen better and more diverse submissions, but also that we’ve held three in rather short succession, all of which will come in the v2.7 update.

Huge thanks to everyone who joined the art marathons, whether their submissions reached the top 10 or not, and whether they wished their things to become part of the game or not. They have been a blast, and they make me strive to improve my drawing skillz. I hope maybe in the 8th marathon, I will finally have a shot at the top 10…



[h3]Nine New Heroes[/h3]

These new heroes are based on suggestions by various community members and are spread around the various factions. You’ll notice only eight of them can be found on the hero selection screen. The last one is a secret…



[h3]Hand Designed Skirmishes[/h3]

For the longest time, Skirmishes have been a rather under-developed game mode. The units were assembled randomly - both the ones the player and the enemy would use - and thus the difficulty curve was very inconsistent. v2.7 comes with a new hand-designed set of skirmishes which gradually introduce more and more complex units, and with a more consistent difficulty curve.

Anyway, I think is the last I’ll write about the going-ons and ideas about the various changes. The rest will just be other changes you can expect with the upcoming update. These lists are the ones most likely to still grow before v2.7.0 is fully released.

Sandwalkers + Hero's Hour

Hi everyone,

We're really happy to announce that Goblinz Studio's new turn-based roguelike Sandwalkers is out now with a 10% discount for two weeks.
But with the Sandwalkers + Hero's Hour bundle, you can save an extra 10% discount on the game! 🎉

https://store.steampowered.com/bundle/42688/Sandwalkers__Heros_Hour/

We hope you will like Sandwalkers. If you do, please consider leaving a positive review! ♥

Enjoy!

Hero's Hour upcoming update & news from Goblinz?

Hello Goblinz,

We have a lot of news lately, so we thought it would be really cool to give you a little summary here!

As you probably know, Goblinz is focused on strategy and management games, and we strive to offer you high-quality games with our selection.

We regularly offer demos so you can get hands-on experience before buying!

[h2]Synergy[/h2]
Today, Synergy is being released, a beautiful city builder inspired by Pharaoh and Frostpunk. The game is developed by Leikir Studio and you will have 10% off the 2 first weeks!

https://store.steampowered.com/app/1989070/Synergy/?snr=1_1056_4_creator_1057&curator_clanid=33025551

[h2]
The Executive[/h2]
Last week, we announced a new game: The Executive, a Tycoon set in the film industry.

https://store.steampowered.com/app/2315430/The_Executive__A_Movie_Industry_Tycoon/?snr=1_1056_4_creator_1057&curator_clanid=33025551

[h2]
Sandwalkers[/h2]
Sandwalkers will have a new prologue, this time focusing on gameplay rather than the story. It will be released on June 4th. And we can already announce that Sandwalkers will be available in Early Access before this summer.

https://store.steampowered.com/app/2995230/Sandwalkers__Prologue/?snr=1_1056_ajaxgetfilteredrecommendations_creator_curator-tabs&curator_clanid=33025551

[h2]
Mini Settlers[/h2]
The demo of Mini Settlers is a huge hit with more than 80,000 players in the last three weeks! If you haven't tried it yet, you can find it here. Mini Settlers is an automation game similar to Factorio but much simpler, like Mini Metro.

https://store.steampowered.com/app/2521630/Mini_Settlers/?snr=1_1056_ajaxgetfilteredrecommendations_creator_curator-tabs&curator_clanid=33025551

Last but not least, Fantastic Haven will be at the Steam Next Fest in June! If you want to join the private beta, head over to Discord:
https://discord.gg/goblinzstudio

Steam page:
https://store.steampowered.com/app/2556470/Fantastic_Haven/?snr=1_1056_ajaxgetfilteredrecommendations_creator_curator-tabs&curator_clanid=33025551

Other minor news:
  • The new update for Hero's Hour is currently in open beta
  • A new update for Racine is coming
  • Fantastic Haven will have a prologue too!


We are really happy to announce a new bundle as complete the set. Get the Best Sellers from Goblinz with an awesome 40% discount. We often create bundles to reward Goblinz fans
https://store.steampowered.com/bundle/41792/Goblinz_Best_Sellers/

See you soon Goblinz!

v2.6.1, v2.6.2 and v2.6.3 - minor patches

Here are the patch notes for the various minor updates. v2.6.1 was only live on beta - v2.6.2 was released a couple of days ago, and v2.6.3 is a small hotfix patch on top of that.

v2.6.1
Fixed a rare bug where an obelisk would generate an obelus ON TOP of the buried treasure
Scrying achievement text now reads "Find an obelisk treasure with no clues apart from the first obelisk"
Fixed a bug that might cause a boat or a resource to be generated on top of a coastline even when there was an empty tile available
Rearranged credits so all of them are visible
Added some new community credits and updated publishing credits
Credits are now larger and better spaced
Removed debug feature that made artifacts draw lines to other artifacts of the same set when holding backspace
Fixed a crash related to defeating hostile pirates
Fixed a crash that would occur when entering a battle while being tabbed out of the game
Fixed a bug that would make units flee more rarely unless you held your cursor above the HUD at the top of the screen
Fixed the placement of tooltips that just move a bit above the top of the screen to not be cut off at the top
Fixed a bug making the "Skilltrees: Off" advanced map setting a bit more random than intended
Fixed a typo that made Fus Sofu and Kop Laka not start with the right spell (Summon Seastar)
Fixed various issues with custom modded units using sprites larger than 24x24
Added some code to make sure that hero units that respawn after death have the correct color and angle
Fixed several issues with random events not occuring correctly during battle, which would, for instance, make all AOE projectiles land in the same spot, or make boats suddenly move strangely during naval combat
Fixed the behaviour of swimming units with ranged attacks. Units can no longer use ranged attacks while swimming
Swimming units now spend less time under water before jumping back up onto the ship
Slightly increased width of Town UI window
Made sure the Summoning Circle will not create units that should not be created by random effects
Increased the size of Wyvern
Reworked Reviving Legend achievement to now require 5 artifacts of a single set
Fixed the Ancient Power achievement to now correctly trigger at 3 artifacts of a single set
Fixed a rare situation where checking for abilities in custom scripting would lead to a crash
Fixed unitskins breaking across mods in case canvas extension is used by a single mod
Fixed a rare bug with backwards compatibility for corrupted saves, which would make the game crash whenever the player pressed the Load button
Made sure that Hostile Pirates would generate unique heroes and armies instead of rerolling the same results again and again
You may now place Rogue towns using the tilemap editor
You may now place settlements using the tilemap editor
Improved the display of what towns are available in the tilemap editor
Using mods will now always export unit group .pngs, even if not using unit group mods (since unit mods might also go into unit groups on their own)
Fixed an issue that made neutral unit mods not correctly add to the right unitgroup when using Rogue Realms
Faction mods now correctly add Hero Class lore to their classes
Fixed rare issues where a hero would get the wrong entourage units when having a specialty unit that had no unit groups - now Puk Aro, for instance, will no longer gain Great Hydra as entourage units
Made sure that faction heroes will use faction units for entourage units if their specialty unit did not belong to any unit group
Amtio now represents the Carrion unit group, and Fromage now represents the Pond unit group
Fixed an issue that would sometimes delete artifacts in the hero's inventory
Fixed a bug with Tailtoads fighting against Fireflies that could make the game hang forever
Fixed Tailtoads' death animation
Fixed a bug causing corpses to not reach the final frame of their animation when playing at 2x battle speed
Fixed a bug causing spell casts to sometimes fail when holding your mouse above a unit while selecting the spell from your spellbook and also your resolution was low
Improved the casting of Firegating and Firetrapping
Fixed a typo that prevented the flying unit air drop and teleswapping unit abilities from working
Fixed a bug related to achievement unlocking that would slow down large maps tremendously in the late-game
Fixed a bug related to flying units getting stuck on the top, bottom or right edge of combat during naval battles
Fixed living units' aura colour being coloured the wrong colour
Fixed units occassionally moving strangely during naval combat
Fixed unit corpses not moving along with their boats
Fixed swimming units occassionally moving at supersonic speeds
Increased the size of the naval combat battlefield and reduced the distance between the boats at the start of battle
Fixed a bug that made the right-side units during naval combat not be placed correctly at the start of battle
Losing skill points in Tactics, Mastery, Bodyguards and Oligarchy now correctly changes command, proficiency and entourage
Fixed a bug that made Entourage and Proficiency gain from Mastery and Bodyguards doubled
Reduced the frequency of Snowbeard and Tailtoad projectiles will freeze the enemy unit
Midas Touch now applies via Snowbeard and Tailtoad projectiles, as they should
Fixed a rare bug which could crash the game when playing on very large battlefields without any enemies left and using units with infinite range
Fixed the following spells which could make immobile units move: Swift Retreat, Army of Giants, Gigantism
Fixed the following effects which could make immobile units move: Echoes artifact set bonus, Chemun tea, Swiftness skill, Rallying, Combat skill (only relevant for modding)
Made the following unit effects no longer make immobile units move: Fast, Light, Flimsy, Flying, Mutation
Switched position of Dragonking and Blight Ritual for RR Puk Aro skilltree
Magmoles are now significantly stronger
Mirrored game files for units now accurately depict the units' stats
Fixed names for some rogue dwellings being switched
Fixed priority of modded heroes spec units when two units have the same name
Updated art for the Arachnian as well as most of the new Ants introduced in v2.6.0

v2.6.2
Fixed a rare bug that could cause a crash when playing as Tide, not having any pearls, and using the Classic town screen
Fixed a crash related to the updated Teleswap ability scripting
Fixed an issue with faction mods that would occassionally make hero portraits for the 5th and later added faction have wrong portraits used
Fixed an infinite stall bug caused by Snowbeards fighting against low-tier enemies
Reduced the frequency of Snowbeard and Tailtoad projectiles will freeze the enemy unit EVEN MORE
Fixed a bug that would occassionally crash the game when a hunted hidden beast was about to respawn
Fixed Reveal full map not working correctly for hotseat

v2.6.3
Fixed a crash that led to faction mods being unplayable for non-English language games
If mods crash the game before reaching the main menu, they now get automatically turned off next time you open the game
Changed unit edit mods to now be able to just edit a few attributes without causing a crash
Patience achievement now just requires winning on the Patience map - the time limit is removed because it led to a lot of issues