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Heroes of Loot 2 News

version 0.9.6 - shorter and much sweeter

Sorry in advance, but this one comes with some big changes!
(kinda the point of Early Access tho)

First: all leaderboards are renewed, this so that scores now also show the amount of "saves" used for the score, and since the whole game balance is now changed since the first version this just had to be done.

I also had to reset player rankings board.. so we all start back at level 1 players (all your other unlocks and such are un-effected except game-mode)

Positive note, pretty sure this was the one and only leaderboard reset required! (think I did 3 or 4 with Space Grunts).

In addition to showing the "Save game" count to your score, there is now also a penalty added for people who : load a game, play a level, are about to die, and simply reload the level. This will give you a 50% score deduction.. so.. there's that. You can still use this trick to complete the game, cause I do want you to see the whole game, I just don't want you to cheat your way into the leaderboards ;)

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Game mode changes: the normal game mode is now shortened to 50-levels, which with using warp-zones and alternate routes can take between 30 and 50 minutes of game-play.. think that works better for most gamers and streamers. It also made balancing the game a bit easier and the whole progress of the game now feels less like a chore/grind.

The Hard mode is removed for now, especially since it now offers little over the normal mode. I might add it back in another shape or form, but I'm leaning more towards adding an "endless mode" to the game which you can unlock by completing the normal mode.

For balancing: I think I'm really close now! I also changed the speed of enemy fire and cyclops smashes, this makes it possible to dodge it more and ads some skill-based gameplay to the mix.

My best run was around level 31, so I expect a few of you guys to actually be able to complete the game now... so let's see those scores! ;)

So a LOT of changes, tweaks (and even a new area) in this update, here's the full list.. as always if you run into bugs drop them in the bug-forum!


  • fix: small improvements to auto-aim targeting
  • fix: special weapons should only appear if correct character is in the game
  • fixed: bug where bullets got invisible in later levels
  • fixed: play menu navigation (and added instructions)
  • fix: overflow bug in ranking bars in ranking leaderboard
  • fix: better "wall-spawn" detection for monsters
  • fixed: spawning creatures start moving only after spawn is done
  • fixed: "Loot Master" achievement now working
  • fixed: treasure chests triggering "quest completed" in arena rooms
  • fixed: warrior disappearing in Arena-room animation
  • added: new area "The Cold"
  • added: level-skip info to forest and sewer avatars speech
  • added: "saved" counter to the final rankings
  • added: loading same saved-file multiple times now gives score handicap
  • added: Wizard special weapon: Thunder claw
  • added: gamepad deadzone slider in settings
  • added: achievement "King Loot"
  • added: achievement "Egyptian"
  • added: achievement "The Cold"
  • added: "locked" info dialog to bestiary,library, and game-mode
  • changed: monsters spawn a bit sooner (purple-spawn spots)
  • changed: slower "bullets" for enemies (including minotaur)
  • changed: elf's arrows pierce less enemies at once (increases with XP)
  • changed: disabled Hard mode (might return in a new form)
  • changed: decreased Normal mode to 50 levels, more condensed action easier to pick-up for a session
  • changed: bomb/explosions do more damage to everything around it
  • changed: scarab queen, less health, less scarab-spawns and longer pause state between attacks
  • changed: scarabs slightly easier to kill
  • changed: dungeon tourist and dungeon dweller achievements now linked to your player level
  • changed: improved graphics on spike and heat-floor area's
  • changed: heat-floor auto-fire every few ticks (more interesting!)
  • changed: slightly longer delay before cyclops smashes (run-time)

Need your feedback / a little poll

An important question, so please help me with some feedback!

Besides the balance still being tweaked, my other problem is with the length of a game-session.

Would you prefer:

1) have a campaign of 100 levels like it is now
2) have a shorter campaign of 50 levels
3) have no end level at all (like original Heroes of Loot)

and this is about the normal mode, we already have the Hard mode which is shorter with just 30 levels.

I'm personally not convinced about 100 level campaigns yet.. it often feels like a chore, but then again, I know people playing the original HoL for hours and hours reaching level 400 or even 500+..

also not sure if most people prefer playing short sessions that are completable (like I had in Space Grunts) or have more fun in bigger campaigns like this is now..

so, give your feedback below in the comments!

version 0.9.5D - minor fixes (updated)

Just a quick patch on yesterday's update.
Mainly to fix the bestiary crash but it also has some other small improvements

happy dungeon crawling!

version 0.9.5d

  • fix: damage done by enemies in later levels is lowered
  • fix: XP levels up slightly faster
  • fix: Warp-avatar now only sends you 5 levels (bug from v0.9.5)
  • fix: soul-sword more powerful (souls attacks multiple enemies)
  • fix: make inventory items order-correctly from first to last item added
  • fix: dungeon progress achievement didn't unlock when using warps
  • add: inventory items now blink when being used



version 0.9.5

  • fix: crash on bestiary (end boss)
  • fix: random magic gave wrong magic
  • fix: loading game not showing right level in pause (fixed in new saves)
  • fix: make dark mage bullets more visible
  • fix: warps now show correct level
  • fix: (hopefully) some quests monsters not "freezing" on camera lockdown


version 0.9.5 - new game modes

Another week of updates, fixes and additions, and another week closer to a official release version "one".

I've added two new (unlockable) game modes to the game, and also a new mini-boss and new monsters. Most importantly there is now a proper ending to the game, altho I doubt many people will reach level 100 in the current version

A bunch of tweaks have been made to the use of magic (more linked to the magic-level you unlocked and your characters magic powers).

The health on monsters has been changed, so they still become tougher in later levels, but it now feels more "fair".. still not perfect, but my average runs have improved, so let's see how far you guys and girls can get with this new build !

As for the game modes, a little information:

Hard mode

Still need a bit of work on this one, but it's basically a shorter and tougher version of the game's campaign. Where the Standard mode is 100 levels, this one only has 30 levels but level 30 is comparable in difficulty to level 100. So the difficulty increases faster.

It needs a bit of balancing but it's already fun to play and for the more seasoned players it should provide a nicer and shorter challenge (also great for streamers!)


Survival mode

This basically spawned out of a little test I was doing with Arena rooms, I noticed it was pretty fun and tense to just have to beat arena rooms one after another.. so that's what this mode is! A very short mode (for most players) with arena's becoming harder as you progress.. you get a random character assigned with every level, so you better get good at using all characters.

This mode is a bit experimental, let me know if you enjoy it. I might add some changes to the arena rooms in later levels, adding things like spikes or flames, to really make them interesting.. for now it's a fun and quick game mode with a leaderboard!


And for the full list of changes:

  • tweaked player-levelling
  • tweaked magic spell usage/strength/duration
  • added enemy: scarab
  • added new mini-boss: Queen Scarab
  • added tutorial-avatar explaining warpzones
  • added game mode: "Survival" (experimental)
  • added game mode: Hard mode (30 levels)
  • added new leaderboards for new game modes
  • added item: lens of secrets - shows secret areas like valkyrie sense power
  • added End-boss
  • added Credits
  • increased chances on Arenaroom / coinroom
  • don't make warp-avatars and warp-zones appear after level 90
  • medusa spell blocks quest monsters from starting (rocko,flamehead,etc)
  • fix: bomb-door staying on map after explosion
  • fix: minor issues with downloading leaderboard data
  • fix: last room never lit up on map
  • fix: points-per-kill now partly based on dangerlevel of monster

version 0.9.4 - new quests,items,avatars and map

This update comes with a bunch of new stuff. I've been adding some new avatars to trade your diamonds and gems with, but also some tutorial avatars (talk to them once, and they will not bother you again).

There are a few new quest types you might run into, and even a new area for those that really get further into the game.

I also listened to the various feedback on the map and I think these new changes to the map should fix any shortcomings it originally had.

A lot of time was also put in the 2-player (local) coop mode.. it's not live in the game yet, but it's coming along nicely.. still some gameplay bugs to sort out, but it will be live soon! (I hope)

so enjoy the new version! (and yes, balancing is still on going, but I think we're almost there)

  • added: Sewer+Forest levels now skip a level when completed (but level is twice as big)
  • added: short invincibility-effect when Afterlife kicks in
  • added hint/tutorial avatars
  • added avatar: selling Afterlife shards
  • added avatar: "Warp with XP" salesman
  • added quest: "switch room"
  • added quest: spawn-rooms (later levels)
  • added world: "bones" area (later in dungeons)
  • map: now lights up in visited areas
  • map: markers on map are now more visible
  • added special "bone-yard" rooms to slash through
  • NEW ITEM: minotaur-chain pieces, can be used to defeat a minotaur with just a couple of slashes
  • NEW ITEM: speed-force, increases walking speed
  • fix: arena-room and coin-room won't happen in Sewers or Forest areas
  • fix: all monsters in Arena room now spawn at start
  • fix: minotaur,cyclops,skull-king,etc now all add to boss-bar in all cases
  • tweaks to the music-triggers
  • COOP: fix camera for 2 player mode
  • COOP: fix character select screen for two players
  • COOP: health from scenery flies to wrong character
  • COOP: carrying+throwing bombs with correct characters
  • COOP: bind players from leaving screen/each other