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Heroes of Fortunia News

Version 0.6.2 is now live!

We've just released a small update for Heroes of Fortunia. Below you will find a full list of changes:

  • Made some visual adjustments to the Molten Fort theme, to properly highlight walls in certain areas.
  • Added a toggle for "always move to target" under the controls section, which is disabled by default. If you liked the way combat works by default in 0.6.0, you should consider enabling that option.
  • Minor gameplay adjustments.


Note that we've recently made an update to our official roadmap at https://trello.com/b/okXns9sY/heroes-of-fortunia-roadmap and we will be moving away from the major update model, and instead update the game on a more frequent basis, through smaller updates.

Expect new features & balance changes to arrive more quickly in the future!

Feel the Burn - Version 0.6.0 is now live!

Heroes of Fortunia version 0.6.0 is now live. This update brings a new dungeon theme, some mechanic adjustments as well as some balance changes with it. Please update your game to the latest version in order to keep playing.

With the release of 0.6.0, the current dungeon challenge has come to a premature end, as we prepare future challenge dungeon to be in line with the new mechanics.

Replays recorded on version 0.5.2 and below are not compatible with version 0.6.0 and have thus been removed from your attack log.

New Features
  • The Molten Fort dungeon theme has been added. This is a fiery visual upgrade to your dungeon that can be obtained by making a purchase of 20 chests or greater during the game's Early Access period. A thank you token to all of you who support the game as it grows!
  • Line of Sight has been added as a minion mechanic, which affects the way in which minions engage and how certain targeted abilities behave.
  • Attackers in ranked mode now have three unique attempts at defeating the dungeon they are paired up against. During these attempts, attackers are free to change their hero if they choose to do so.
  • Highlights have been added to edit mode that display which minion is going to interact with another minion as long as it is targeted.


New Components
  • Small Pole: New common trap
  • Venomous Broodmother: New rare minion
  • Fiery Serpent: New rare minion
  • Exploding Scarecrow: New rare minion
  • M.B. Factory-3: New rare trap
  • Copycat Scarecrow: New epic minion
  • Venomous Viper: New epic minion
  • Hungering Scarecrow: New legendary minion


Hero/Component Changes


We have re-evaluated our stance on the rarities in the game, and have decided that a component's rarity should be related to the complexity of the component, as opposed to its power level. The one exception is legendary components, which are going to be those we deem to be so strong that having multiple copies of them in a dungeon would be too powerful.

Rarities are now assigned as follows:
  • Common: A component with no or very limited special effects.
  • Rare: A component with either a mix of special effects, or a more powerful special effect than your average common component.
  • Epic: A component with either a variety of special effects, or a much more powerful special effect compared to your average rare component.
  • Legendary: A component with special effects that would render it overly powerful if you could have two or more copies of it in your dungeon.

Although these definitions are still relatively vague and open to interpretation, based on them we have made the following changes to the rarities of existing components:
  • Wraith Mage: Now common rarity (down from epic)
  • Shadow Rat: Now common rarity (down from rare)
  • Herald of Marok: Now common rarity (down from rare)
  • Peaceful Brute: Now common rarity (down from rare)
  • Speedy Treant: Now rare rarity (down from epic)
  • Electro Reaper: Now rare rarity (down from epic)
  • Venomous Spiderling: Now common rarity (down from rare)

Additionally, we have made the following changes:
  • All Minions: Now require line of sight towards the enemy hero in order to engage, unless they are damaged or alarmed by another minion.
  • Skill "Engage Others": Now only engages other minions that are within line of sight. This affects: Alarming Treant, Alarming Hound, Gloom Hound.
  • Skill "Soul Bond": Now only creates a bond with a minion that is within line of sight. This affects: Unholy Defender.
  • Skill "Consume": Now only consumes enemies within line of sight. This affects: Reaper.
  • Immunity Tower: Adjusted placement box size.
  • Spike Field: Defense rating reduced from 4 -> 3
  • Electro Wraith: Defense rating reduced from 10 -> 8 (this reduces the placement box size!)
  • B.O.U.L.D.E.R.: Removes all buffs again (damage can't be mitigated), now deals damage equal to 60% of the attacker's current health.

We have also fixed an issue that caused the heroes' mobility skills to behave incorrectly depending on frame rate. This means that certain mobility skills (such as the Knight's) might be much more useful to you now depending on your graphics card. We do encourage you to try out every hero again to see what has changed for you!

Other Changes
  • Targeting has been reworked, such that your character will always move to be in range of the target unless instructed otherwise, e.g. via target clear, move, or maintain stance. This removes the necessity of having to manually click the enemy or move back into attack range after moving too far away, and effectively creates a hybrid system between the first control system and the 0.5.0 one.
  • We've made a lot of backend changes to the way replays are recorded and saved, in order to make viewing live replays more efficient and in order to prepare for future updates.

    Although we have not encountered any significant bugs during testing, we do encourage you to report anything unusual you find to us directly, either via the Steam community forums or the in-game feedback form.


Bugfixes
  • Fixed an issue that would prevent tab-targeting properly when the current target was out of range.
  • Fixed an issue (hopefully) that caused an excessive amount of disconnects for some players.
  • Fixed an issue that would cause the Knight to become invisible for a short time if stunned/slowed during the heroic ability.

Version 0.6.0 is approaching!

Heroes of Fortunia version 0.6.0 will be distributed within the next few days. Below you will find a list of some of the content that's to come.

Line of Sight


Version 0.6.0 will introduce enemy line of sight as a valuable mechanic. Enemies will no longer be able to engage when their view of the player is obstructed by walls, and certain targeted skills won't go through walls either.

Enemy Link Highlight


Certain targeted abilities will now produce a visual effect whilst in edit mode to see which enemy is going to interact with another enemy, in order to minimize trial and error in edit mode.

New Dungeon Theme: Molten Fort


A new visual upgrade for defenders is approaching! Once 0.6.0 releases, you will be granted the option to apply a new flair to your dungeon in the form of the "Molten Fort" dungeon theme, which can be obtained by making a purchase of 20 chests or greater in the Treasury.

Multiple Attempts in Ranked


As an attacker in ranked mode, you will have three unique attempts at defeating a dungeon. These are three full attempts, meaning you will have to start over from the very beginning, but you will be able to change your hero in between attempts!

New Components & Balance Changes


0.6.0 is going to introduce a variety of new minions & traps, as well as balance a handful of existing components. The upcoming balance changes include:
  • All Minions: Now require line of sight towards the enemy hero in order to engage, unless they are damaged or alarmed by another minion.
  • Skill "Engage Others": Now only engages other minions that are within line of sight. This affects: Alarming Treant, Alarming Hound, Gloom Hound.
  • Skill "Soul Bond": Now only creates a bond with a minion that is within line of sight. This affects: Unholy Defender.
  • Skill "Consume": Now only consumes enemies within line of sight. This affects: Reaper.
  • Immunity Tower: Adjusted placement box size.
  • B.O.U.L.D.E.R.: Once again removes all buffs from the enemy hero before applying the damage (mitigation is no longer possible), but deals damage based on the enemy hero's current health, as opposed to their maximum health. This means that B.O.U.L.D.E.R. is more effective the more health the enemy hero has, and stacking B.O.U.L.D.E.R.s is less effective.


We will provide a full list of everything that has changed once 0.6.0 goes live.

Version 0.5.2: Quality of Life Update

Heroes of Fortunia version 0.5.2 is now live. This update brings some quality of life improvements, as well as a few bugfixes and minor changes with it.

Controls Update

The way targeting & attacking works in Heroes of Fortunia has changed slightly:
  • Targeting an enemy via the tab-target, or auto-switch targets feature no longer makes your character move to that enemy automatically.
  • Moving after targeting an enemy will no longer make you untarget them.
    This means you can target -> attack -> move -> attack in quicker succession, without having to re-target.
    It also allows you to cycle through enemies using tab-targeting while moving, until you have selected the target you want.
    Last but not least, it allows you to use targeted abilities like the Knight's fissure in a "drive-by" fashion, without having your character auto-walk towards the enemy.
  • You can now clear your current target by pressing the Escape key. Note that this will not make you stop moving towards an enemy if you targeted them by clicking on them.


Other Changes
  • B.O.U.L.D.E.R.: Damage can now be mitigated by most effects, and now scales with poison.
  • B.O.U.L.D.E.R.: Now properly activates "On Death" effects and causes enemy deaths to trigger the Defense Gate if applicable.
  • B.O.U.L.D.E.R.: Fixed an issue that would sometimes cause the projectile to be completely invisible when activated far away.
  • Fixed an issue that would sometimes cause the game to freeze for a long period of time when watching replays only.
  • Fixed an issue that would discard your work-in-progress dungeon when starting to watch a replay from your replay log.


This will be the last update in the 0.5.X series, and as previously announced the upcoming 0.6.0 update will once more introduce some new components, and bring some improvements for attack & edit mode, as well as introduce a very special surprise to all defenders.

Please do let us know what you think of these changes (especially the new controls) either in the Steam community forums, or using the in-game feedback form!

Version 0.5.1: Hotfix update.

Heroes of Fortunia version 0.5.1 is now live. Be sure to update the game through Steam to keep playing.

This update fixes some issues that 0.5.0 brought with itself, as well as tweak a few things here and there. We are expecting to release a second hotfix, 0.5.2, within the next few days after we collect more data from you.

Hero/Component Changes
  • Wizard: Basic attack damage increased from 2 -> 3.
  • B.O.U.L.D.E.R.: Now also activates when the attacker enters the Treasury room.
  • B.O.U.L.D.E.R.: Now only destroys traps that block the path of heroes & minions.


Other Changes
  • Enemies now contribute to the attacking hero's power bar upon engage, as opposed to on death. This means that enemies that are never part of actual combat (such as Reaper victims) will not contribute to the power bar at all.
  • The "Maintain stance" functionality now prevents ALL movement.
  • Adjusted the component description of several components to maintain a coherent vocabulary.


Bugfixes
  • Fixed an issue that would cause the "My Collection" tab to be rendered incorrectly on some resolutions.
  • Fixed an issue that would sometimes cause B.O.U.L.D.E.R. to behave incorrectly in replays only.
  • Fixed an issue that would cause the Defense Gate to behave incorrectly in replays only.
  • Fixed an issue that would cause B.O.U.L.D.E.R. to destroy a trap it was not even close to.
  • Fixed an issue that would cause live attacks to appear in your attack log before the popup shows up.