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Hero's Hour News

v2.2.0 Patchnote

Hello everyone! Here's a patchnote of the version 2.2!

Just a quick precision, some Korean translation might still be missing and will come soon, and we're going to have language patch coming too!

Now, here's the list of what's changed! :

[h3]FEATURES[/h3]
Special weeks - each week will have a name and a lot of them will have a special effect
Settings for random/standard maps, random/standard town layouts and to allow special weeks
Several new unit abilities added, meant for future units. These can already now be used for mods
New Undead unit ability for undead units
15 new artifacts
A new artifact set bonus: Extracter
Skill tooltips and Unit tooltips now by default shows an abbreviated tooltip text, which can be expanded by pressing Shift

[h3]NODEMAP AND TILEMAP EDITORS
[/h3]Improvements to switching between playing and editing Nodemaps and Tilemaps
Nodemaps and Tilemaps now show their description the same way that normal maps do
Node map editor now works in resolutions from 720p to 1080p
Several improvements to the Tilemap interface
Enabling selecting modded faction towns and Delirium and Pillar towns in the tilemap editor
Enabling placing Neutral heroes incl. modded neutral heroes in tilemaps
Node map editor now has access to Obelisks, Palaces, Monuments, Portals, Shrines and Redwood
Node map editor now has toggle-able generation of sea resources etc
Node maps and custom maps can now be removed from the map selection screen by using a Delete button. The map file will be renamed so it can still be restored later
Tilemaps now can place user-made graphics on the maps
New invisible obstacle for tilemaps
Changed the base tilemap to have less glitches and also start with two starting spots and a bit of terrain

[h3]NEW MODDING CAPABILITIES
[/h3]Town screens for modded factions
Default town screen background (14 new backgrounds) or user-made
Automatic building sprites, selected building sprites or user-made
2 slots for unique buildings per faction
Custom scripting system for implementing new mechanics
Unit abilities
Artifact sets
Custom artifact effects
Hero skills
Spells
Unit skins

[h3]CHANGES[/h3]
Town structure grids are now static by default, meaning that each time you play as e.g. Order, buildings will have the same requirements. There's an option in advanced map settings to randomise town grids
Camping now increases mana regeneration by 50%
Fleeing now makes the hero lose their first aid tent and ballista
Reworked town generation system to be more flexible. Some building placements have been altered
Positive morale now gives a chance to resist terror, while negative morale gives a chance for units to flee. The chance scales the higher / lower morale is
Inert unit ability renamed to Mechanical
The power threshold for the unit ability Swallow can now be set more exactly using new modding abilities Swallow1 and Swallow+
Hexed units (units turned into frogs) will now retain the damage taken while being a frog
The resource panel in the top left now resizes when you have extra special resources, such as Pearls or Gems
Caravans now avoid going to camped heroes
The post-battle summary screen now shows how much gold was gained via Plunder / Midas Touch
While playing Hotseat, a new Surrender option appears in the main menu
Picking up gold created from plunder / midas touch no longer costs movement
The buttons to open various town menus now show tooltips
Updated town tooltip to graphically show what units can be created
The stat bar in the hero screen has been updated to make the stats clearer to read
Spellpower tooltip now displays info on various spellpower boosts
Portals are now coloured on the minimap
Aro Nei's mastery now applies to Dragonworms

[h3]BALANCE[/h3]
Increased the range of buff from Rallying hero skill
Increased the base rate of Aether gain from Aethermancy hero skill (Rank I now has the power Rank II used to have)
Troglodytes, Trogserker, Gorgon, Ophidian, Mutant Trog, Monster Trog, Fanatics, Possessed, Secretkeeper, Torch Bearer gain a +5% buff
Corpseeater and Tarantula gain a -5% nerf
Fire Stingers and Bloodsuckers gain a +10% buff
Ethn'El gains a +30% buff, Krnok and Bergundie gain a +20% buff
Mercury boost in the Soul Beacon now only converts 25 power worth of units for each Mercury spent
Bane now more easily spreads Curse of Undead
Wild Call now creates two less anima(ls) per use

[h3]BUG FIXES
[/h3]Fixed a memory leak in the main menu map selection screen
Fixed a small memory leak related to loading mods
Changed distance to the centre for maps with 4+ players, decreasing the chance of map gen glitch with concentric rings of lands
Transformed units that are turned into frogs turn into the original unit after being defrogged
Faction mods will no longer crash when describing a hero's unit with the name of the upgraded unit instead of the basic unit
Fixed a crash relating to a missing MOD SETTINGS.txt file
Swallow ability will not affect heroes
Fixed a bug relating to generating heroes when MANY faction mods were installed at once
Fixed a bug causing Vaults to generate with upgraded neutral units
Fixed a bug causing a crash when you have 9+ faction mods installed
Fixed a bug that made number of hidden beasts rise exponentially the more hidden beasts were killed
Fixed a bug when the right-side player in combat used the tea that gave Immortality
Fixed a bug that would make some nodemaps glitch, generating concentric rings of lands
Fixed an issue that would make Balance Modifier changes to modded units work wrong sometimes when reloading the mod without restarting the game


Announcing Rogue Realms DLC

Rogue Realms is the answer to the question: “how to make an expansion for a game that has so much content?” - shouting over the rooftops: “EVEN MORE CONTENT”. As well as several mechanical changes to make interactions between systems more potent, Rogue Realms focuses on fleshing out both the already existing factions, and the new Rogue faction.



[h3]Features:[/h3]

  • The new Rogue faction, incl. 12 different Rogue towns
  • 50+ new units
  • 25+ new heroes
  • 25+ new skills
  • More variation in buildings for old factions
  • New adventure map objects
  • New spells, artifacts and unit abilities


[expand]
The Rogue faction is like no other - it represents the neutral creatures, combining new and old to form 12 bands, each of which has their own heroes, unit lineups, and special skills. The 12 bands, of which 6 of them are playable as your starting faction, range from the dragon and slave-focused Tyranny, over the strange body fusions of the Experiment, to the highly specialised metalchemy mechs of Industry.



The new Rogue faction towns can be found on the map, both in whole condition, but often also as stump towns; towns with more limited and different growth and investment opportunities than usual. Think of them as a forward stronghold, giving some troops and bonuses if you invest in it, without giving the guaranteed victory of a normal extra town.

To make the overworld map even more important, a new range of skills are added to the game, for the new and old factions alike. Most of these focus on new interactions with the overworld, introducing all new mechanics, allowing new strategic ways to improve your kingdom and your heroes.

[/expand]

[h3]Wishlist now:[/h3]

https://store.steampowered.com/app/2007040/Heros_Hour__Rogue_Realms/

[hr][/hr]

[h3]Save 25% off the game![/h3]

To celebrate the DLC announcement, enjoy a 25% discount on the base game until June 9th!

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

V2.2 pre-E (Open Beta)

Helloooo everyone!

We're opening the version 2.2 to everyone with the public beta! As told to some of you via the Steam forums, we were supposed to fully release this update later this day ; however, due to some complications regarding providing in game text to the translation teams it took more time than expected. Thus, we decided to push it on open beta branch, but the game will only be in English for now! Sorry for that.

To hop in, just select the public_beta branch in the game's properties in your steam library, and your game should update on it's own!

The difference between pre-E and pre-D version is mainly about bug fixes. But, if you did not have access to 2.2 pre-D version, be sure to check the v2.2 pre-D patchnote!

If you face any issue, feel free to report them on the Hero's Hour Discord in the bug report section, specifying the version you're playing on!
You can also send us an e-mail at [email protected]

This open beta should only last a few days until the translation is ready. When it is, the update should go live for everyone!

Cheers!

- Thomas

v2.2 pre-D (Closed Beta)

As those who have subscribed to the newsletter have seen, the 2.2 patch is on the closed beta branch, in it's 2.2 pre D version!
For those of you who do not have access and do not want to join the newsletter to get it, this version should go live on June 6th!

Here's a list of changes :

[h3]FEATURES[/h3]
Special weeks - each week will have a name and a lot of them will have a special effect
Settings for random/standard maps, random/standard town layouts and to allow special weeks
Several new unit abilities added, meant for future units. These can already now be used for mods
New Undead unit ability for undead units
15 new artifacts
A new artifact set bonus: Extracter
Skill tooltips and Unit tooltips now by default shows an abbreviated tooltip text, which can be expanded by pressing Shift

[h3]NODEMAP AND TILEMAP EDITORS[/h3]
Improvements to switching between playing and editing Nodemaps and Tilemaps
Nodemaps and Tilemaps now show their description the same way that normal maps do
Node map editor now works in resolutions from 720p to 1080p
Several improvements to the Tilemap interface
Enabling selecting modded faction towns and Delirium and Pillar towns in the tilemap editor
Enabling placing Neutral heroes incl. modded neutral heroes in tilemaps
Node map editor now has access to Obelisks, Palaces, Monuments, Portals, Shrines and Redwood
Node map editor now has toggle-able generation of sea resources etc
Node maps and custom maps can now be removed from the map selection screen by using a Delete button. The map file will be renamed so it can still be restored later
Tilemaps now can place user-made graphics on the maps
New invisible obstacle for tilemaps

[h3]NEW MODDING CAPABILITIES[/h3]
Town screens for modded factions
Default town screen background (14 new backgrounds) or user-made
Automatic building sprites, selected building sprites or user-made
2 slots for unique buildings per faction
Custom scripting system for implementing new mechanics
Unit abilities
Artifact sets
Custom artifact effects
Hero skills
Spells
Unit skins

[h3]CHANGES[/h3]
Town structure grids are now static by default, meaning that each time you play as e.g. Order, buildings will have the same requirements. There's an option in advanced map settings to randomise town grids
Camping now increases mana regeneration by 50%
Fleeing now makes the hero lose their first aid tent and ballista
Reworked town generation system to be more flexible. Some building placements have been altered
Positive morale now gives a chance to resist terror, while negative morale gives a chance for units to flee. The chance scales the higher / lower morale is
Inert unit ability renamed to Mechanical
The power threshold for the unit ability Swallow can now be set more exactly using new modding abilities Swallow1 and Swallow+
Hexed units (units turned into frogs) will now retain the damage taken while being a frog
The resource panel in the top left now resizes when you have extra special resources, such as Pearls or Gems
Caravans now avoid going to camped heroes
The post-battle summary screen now shows how much gold was gained via Plunder / Midas Touch
While playing Hotseat, a new Surrender option appears in the main menu
Picking up gold created from plunder / midas touch no longer costs movement
The buttons to open various town menus now show tooltips
Updated town tooltip to graphically show what units can be created
The stat bar in the hero screen has been updated to make the stats clearer to read
Spellpower tooltip now displays info on various spellpower boosts
Portals are now coloured on the minimap
Aro Nei's mastery now applies to Dragonworms

[h3]BUG FIXES[/h3]
Fixed a memory leak in the main menu map selection screen
Fixed a small memory leak related to loading mods
Changed distance to the centre for maps with 4+ players, decreasing the chance of map gen glitch with concentric rings of lands
Transformed units that are turned into frogs turn into the original unit after being defrogged
Faction mods will no longer crash when describing a hero's unit with the name of the upgraded unit instead of the basic unit
Fixed a crash relating to a missing MOD SETTINGS.txt file
Swallow ability will not affect heroes
Fixed a bug relating to generating heroes when MANY faction mods were installed at once
Fixed a bug causing Vaults to generate with upgraded neutral units
Fixed a bug causing a crash when you have 9+ faction mods installed
Fixed a bug that made number of hidden beasts rise exponentially the more hidden beasts were killed

2.1.1: Hotfix

[h2]CHANGES[/h2]
- Anth of Thorn has had their real skill tree restored (by mistake, most of it was replaced by Dani the Free's tree for release)
- Putting the game into windowed mode at the monitors max resolution now removes 75 vertical pixels instead of 40
- Names of Delirium heroes are now drawn at a smaller scale in the lexicon
- Unique buildings in lexicon are now drawn differently
- Modded faction lexicon descriptions now work like canon faction lexicon descriptions
- Modded factions no longer display their missing town screen or buildings in the lexicon
- Realigned the resources in the top left resource bar
- Loading an old map now alerts the user that it's being converted to a newer version of the map

[h2]AVATAR SPECIFIC FIXES[/h2]
- Avatars now transfer spells, stat buffs and skills learnt via Guild of Mages etc to the hero correctly
- This should also work with other town-based buffs such as Sky Pillar, Hostler, etc.
- Units gained via Treasure Chests, Wishes or Ruins no longer transfer from avatar to hero
- Spells gained via Beacons now transfer to the hero
- Interacting with the docks now works correctly with Avatars


[h2]BUG FIXES[/h2]
- Fixed a bug causing a crash when trying to sell an artifact and playing a non-English version of the game
- Fixed a bug causing faction mods to change what units were created from Allure and other canon units
- Fixing a bug making the displayed cost of upgrading a unit different when in town garrison compared to on visiting hero
- Fixing the display cost and actual cost of upgrading units being slightly different because of rounding differences when upgrading many cheap units
- Fixing tooltips of town buildings displaying when your mouse is hovering over UI buttons just beneath them
- Fixing a bug that could happen when several caravans moved across the map at once
- Fixing a bug that would crash the game when hovering over the "sell artifact" button without an artifact in English
- Fixed a bug with Decay faction backwards compatibility
- Fixed a bug with mercenary hall backwards compatibility
- Reduced / fixed a bug that led to save corruption