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Heroes of Fortunia News

The Most Heroic Update - Version 0.5.0 is now live!

Hey everyone,

the long awaited 0.5.0 update for Heroes of Fortunia is now live. This update brings a number of big changes & new content with it, but first we need to go over some important information!
  • The currently running challenge, "Deadly Navigation", has come to a premature end as we release this update.
  • The currently running leaderboard season has come to an end (more info below)
  • Replays from 0.4.2 and below are not compatible with 0.5.0, and thus your attack log has been cleared.


With that out of the way, let's get into this update's new features!

Biggest Changes
  • Characters now gain "power" while inside another dungeon, which enables them to unleash heroic abilities. More info below.
  • Leaderboard seasons & seasonal rewards have been introduced. More info below.
  • You can now tell your character to stand their ground and not automatically move to their current target (default: Left Shift).
  • You can now view & craft components in the Treasury you do not own yet, including legendary components!
  • The Treasury room now has an additional gate in front, which only opens if no enemies are engaged, and permanently closes once you enter the room.
  • Work-in-progress dungeons are now stored locally instead of on the server, so you won't lose progress inbetween updates anymore, and the annoying "It seems you have unpublished changes" message box is no more.
  • All players will need to re-publish their current dungeon in order to be permitted to ranked play.
  • Several UI elements have been added to indicate the location of future features, and the Leaderboards are now located in the "Social" tab.
  • The replay system has been improved to be more fluid under certain circumstances, and you can now turn the camera while the replay is paused.
  • Attacks in your attack log now display the runtime of the replay, and the crown/gain loss applicable to you (ranked only).
  • Editing rooms in edit mode has now been improved, and the performance in edit mode has been increased, especially in dungeons with lots of components.
  • All traps now have a proper icon.
  • The entire environment (including traps) has been visually overhauled, with models & textures now being much more detailed.
  • You can now turn off enemy & trap shadows separately in the graphics settings. On mid to lower-end machines this is the recommended setting, and will allow you to increase the other graphics settings, as dynamic shadows are the most expensive graphical component of this game.
  • We've upgraded the backend version of Unreal Engine from 4.20 to 4.22. This is a pretty big upgrade and is supposed to increase performance & stability a lot, though this usually brings a bunch of bugs with it. We'd like to think that we've ironed most of them out during playtesting, but we are confident in your bug hunting & reporting skills, so please feel free to share any you discover!


New Components


Since you will be able to view these components in greater detail in your Treasury under the "My Collection" tab, we will no longer post detailed component descriptions in the patch notes.
  • Herald of Marok: New rare minion.
  • Venomous Spiderling: New rare minion.
  • Electro Reaper: New epic minion.
  • Haste Fence: New epic trap.
  • B.O.U.L.D.E.R.: New epic trap.
  • Hidden Zapper: New legendary trap.


Hero & Component Changes
  • All bosses: No longer affected by any loss of control debuffs (freeze, stun, impale, etc.)
  • All enemies: No longer change their stealth status while incapacitated.
  • All heroes: No longer play a visual damage effect when all incoming damage is negated (the sound effect still plays though).
  • All traps: Fixed an issue that would sometimes make a trap think a hero is within range, when in fact that was not the case.
  • Enchanted Furnace: Range reduced from 8m -> 6m. Fire rate increased from 1.5s -> 2s.
  • Defense Gate: Can no longer be placed close to another Defense Gate.
  • Marok, the Summoner: Now has a different visual effect for his energy volley.
  • Dagron the Undying: Fixed an issue that would cause Dagron to sometimes end up on top of traps/walls when coming down from his intermission phase.
  • Reaper: Now always kills its target, even when it is protected, e.g. by an Immunity Tower.


Other Changes
  • Reduced the collision box size of the end-of-game collision in the treasury room, to mitigate some issues.
  • Fixed an issue that sometimes caused the Enchanted Furnace to behave incorrectly in replays only.
  • Fixed an issue that would sometimes cause the replay UI to be created multiple times when tuning into a live replay or restarting the replay from scratch.
  • The camera now zooms out a little further in attack mode & when watching a replay.
  • Fixed an issue that would sometimes cause you to be able to tab-target enemies after winning a game.
  • Fixed an issue that would sometimes cause you to be able to act after winning a game.
  • Fixed an issue that would cause the music to stop/restart when too many sounds are played at once.
  • Fixed an issue that would sometimes cause a buff to be removed twice.
  • Fixed an issue that would cause the "connection lost" popup to appear multiple times.
  • The escape menu can now be closed by pressing escape.


Power Bar & Heroic Abilities


Characters now have a power bar above their skills that fills up as they traverse more of the dungeon. Rules for filling the power bar are as follows:

  • Every enemy defeated provides 1 power per defense rating.
  • Every trap passed provides 0.5 power per defense rating.
  • The power bar does not fill while publishing a dungeon.


Once your power bar is filled up, you will gain a charge of your heroic ability, which is a very powerful skill with high mana cost and a high cooldown. Once your heroic ability is used, you will lose access to it until you charge your power bar further.

Since you don't have access to your heroic ability during publish, you need to build your dungeon accordingly! Maybe opt for a trap-heavy dungeon to render the ability less useful, or place down smaller groups of minions before your biggest pull to "bait" the enemy to use their skill.

Either way, it will make for an interesting dynamic between attacking and defending, as replays are now more valuable than ever in showing you where in your dungeon attackers usually prefer to use their heroic ability!

Leaderboard Seasons


Leaderboard seasons & seasonal rewards are here! One season lasts for exactly 30 days, at the end of which everyone's crowns will be adjusted and rewards will be handed out depending on their ranking during the last season.

The crown adjustment works as follows:
  • Your new crowns are your old crowns reduced by half.
  • If you finish a season with more than 5,000 crowns, you start with 2,500 crowns in the next season (hard cap)


This ensures that over the course of this game's lifetime, matchmaking won't be as dreadful even at higher crown levels, and everyone gets a fair chance to reach the top after every reset. Additionally, there are some great rewards to be had!

For every 500 crowns you have at the end of a season, you will receive 1,200 gold and 50 elixir! This reward caps out at 10,000 crowns, so the maximum reward would be 24,000 gold and 1,000 elixir respectively. We realize that 10,000 crowns is still very far from reachable, but trust that we'll get there someday!

The current leaderboard season has now come to an end, meaning that when you log in after this maintenance is complete, you will find that your crowns have been reduced by half, and that your rewards have been given to you. You should see a nifty little message box informing you of that once you log in! :)

Thank You!


This concludes the 0.5.0 patch notes. What a mouthful. We'll be back with the 0.5.1 update to address this update's bugs that you discover and bring to us shortly!

In the meantime, we do hope you enjoy this patch's new content & features as much as we enjoyed making it, and we'd like to take this opportunity to thank you for your continued support!

The next update (0.6.0) is going to introduce some more functionality for attack & edit mode, as well as bring an all-new special surprise package for you dungeon creators out there. Hope you look forward to it!

Version 0.5.0 is approaching!

Heroes of Fortunia version 0.5.0 is going to be released within the next week. This version will bring a number of performance & stability upgrades, heroic abilities when attacking another dungeon, edit mode & replay improvements, a couple of new minions & traps, as well as a number of balance changes & bugfixes.

Note that replays recorded on 0.4.2 and below will not be compatible with the new version, and will thus be removed from your attack log.

Furthermore, defenses that have been published in 0.4.2 and below will need to be re-validated before being able to be found in ranked play. (you will still be able to attack freely however)

IMPORTANT: If you have a defense you are currently working on, but haven't published it yet, it will be removed from the server once the new version goes live, so make sure to publish it in time!

Version 0.4.2: Hotfix Update

Version 0.4.2 of Heroes of Fortunia just went live. This update fixes some issues in the game and is designed to overall polish the experience.

Full Changes
  • Immunity Tower: Now also absorbs any healing the target receives. This change was necessary in order to nerf setups where engaging two traooed Holy Wizards protected by an Immunity Tower each essentially meant the end of the run.
  • Haunted Tomb: Now summons Ghosts after the death animation of any given enemy has finished playing as opposed to when it starts playing.
  • Fixed an issue that would leave the UI unresponsive after receiving the "maintenance starts soon" message box.
  • Fixed an issue that would cause the hero to still be controllable after completing a dungeon under certain circumstances.
  • Fixed an issue that caused players to be unable to save their keybindings under certain circumstances.
  • Minions won't attempt to fit through the tiniest gaps in order to reach the enemy hero anymore.


Gold Issue


As some of you may know, the recent addition of the Dungeon Challenge game mode brought a nasty bug with it that allowed players to collect the challenge reward multiple times, sometimes unknowingly. This resulted in some players getting upwards of 80,000 in gold due to exploiting this bug, and the associated chests with it.

We have since corrected the issue, by removing all amounts of improperly acquired gold from player accounts, which has caused some of you to enter a negative gold balance. This way, things are 100% back to normal as they would have been had this bug not occurred. Those players who exploited this bug ultimately didn't gain anything, they just acquired a bunch of chests now which they would have otherwise gotten over the next couple of weeks.

However, after reflecting on our decision to simply deduct the gold, we've come to the realization that negative gold numbers in your account aren't very pretty to look at, and it's not as fun to play a game in order to work through your debt, as it is to aspire to something.

Therefore, we will be changing things again one last time. Here's what's going to happen:

Everyone who has a negative gold balance before 0.4.2 goes live will have their gold set to 0. Instead, their daily bonus rewards will be reduced for as long as it would take a player who plays every day to gain that amount of gold.

For reference: Including the weekly challenge, a F2P player can get up to 12,500 gold per week before the reduced rewards kick in. Now, let's say you have -25,000 gold currently, then your rewards will be reduced for 2 weeks.

It has basically the same effect as assigning a negative gold number for players, with the exception that the reduced rewards you receive can still be used to purchase treasure chests in the meantime, and it's not as ugly in your UI.

We'd like to take this opportunity to sincerely apologize for the bug and the confusion this may have caused among those of you who did not consciously exploit this issue. Something of this scale can and will not happen in the future, and we will do our best to assure that! But hey, those are the risks of EA games.

Version 0.4.1: Heroes are OP!

Hey everyone,

this is just a quick follow-up update to fix some bugs from 0.4.0, as well as introduce a couple features that barely didn't make the initial cut. While replays won't break in this update, you will notice some odd behavior in older replays due to the way the new hero skills work. This is expected and absolutely fine though.

Balance Changes

This update tweaks every hero a little bit in order to make them much stronger. What we have planned in terms of minions & traps for the future requires a robust set of protagonists in order to deal with these challenges, so in this update we are taking things to the next level by making everyone OP.

Of course, this will very likely throw a lot of balancing out of the window, and we are aware of that. This is why we will be looking at statistics and monitoring player replays even more closely than we have before, so we can balance things out nice and tidy for the upcoming 0.5.0 update!

Full Changes:
  • All Heroes: Maximum health increased by 50%.
  • All Heroes: Maximum mana increased by 50%.
  • All Heroes: No longer passively regenerate mana, but instead regain 1% of their maximum mana for each successful auto-attack against a worthy enemy. Healing globes also restore mana, following a similar formula as for health.
  • Knight & Wizard: Movement speed increased from 320 -> 450.
  • Archer: Movement speed increased from 450 -> 480.
  • Knight: Added the "Radiant Dash" ability.
  • Archer: Added the "Shadowstep" ability.
  • Wizard: Added the "Lightning Shield" ability.
  • Wizard: Psychic Blast's healing effect now only triggers on worthy enemies.
  • Archer: Multi-shot damage per arrow increased from 2 -> 3.
  • Knight: Basic attack damage increased from 5 -> 6.
  • Wizard: Psychic Blast damage increased from 9 -> 11.
  • Knight: Fissure damage increased from 12 -> 14.
  • Knight: Magma shield cooldown reduced from 15s -> 12s. Mana cost reduced from 20 -> 12. Maximum damage absorbed reduced from 30 -> 20.
  • Wizard: Reduced vulnerability after the usage of Cone of Frost.
  • Wizard: Basic attack range reduced from 600 -> 500. Psychic Blast range reduced from 650 -> 590.


Worthy Enemies?


Minor enemies which are more annoyances than they are actual enemies have now been given the title "unworthy enemies". Those include things like the wizard bats, and the arms of the damned. Unworthy enemies don't trigger certain special effects, like the Wizard's Psychic Blast heal for example.

Auto-attacks against unworthy enemies also don't restore any mana, so any incentive to camp mists of the damned is now completely abolished.

NOTE: This is not to be confused with "summoned enemies", as the Ghosts that are summoned by the Haunted Tomb are summoned (= they won't spawn any healing globes), but they are worthy enemies, so auto-attacks against them will restore mana, and the Wizard's Psychic Blast will heal against them, so keep that in mind when designing your dungeon!

New Components
  • Enchanted Furnace (common trap): 3 defense rating. Looks just like the regular old furnace, but packs a surprise!


Other Changes
  • When using the left mouse button to move, you are no longer able to accidentally target an enemy by hovering over them.
  • When using the left mouse button to target an enemy, you are no longer able to accidentally stop targeting them by moving the cursor away mid-click.
  • Dagron the Undying & Marok the Summoner now enter stealth mode during their intermission phase, meaning they cannot be accidentally targeted anymore.
  • Being frozen or otherwise incapacitated now correctly prevents any abilities from being cast.
  • Stealth minions will no longer unstealth when frozen. They will, however, still re-stealth if you move away from them. This is being looked into for 0.5.0.
  • If your hero's or an enemy's health is between two numbers (such as 0.4), the bigger integer will now be displayed (1 instead of 0). This caused some confusion among Wizard players who were surprised when their flaming orb didn't properly re-trigger.
  • Reduced the collision box size on Haunted Tomb.
  • Marok the Summoner will now correctly cast all abilities even if a path to the attacking hero cannot be found.


Please do let us know what you think of these changes either in the Steam community forums or using the in-game feedback form. The next update (0.5.0) will bring some social features to the game, as well as leaderboard seasons and seasonal rewards, so stay tuned for that!

The Wizard enters the dungeon! Version 0.4.0 Patch Notes

Hey everyone,

the latest version of Heroes of Fortunia, update 0.4.0 is now live. Be sure to download it in order to keep playing. This update adds the Wizard as the third playable hero, a new game mode, as well as some other changes. Below you will find a full list.

New Features
  • The Wizard has made his way into the dungeon. He excels at controlling large groups of minions, but lacks the single-target damage to reliably deal with single high-health minions. His large mana pool and high-cost skills make him difficult to master, but when played properly, he can be truly devastating!
  • Dungeon challenges have arrived! Every week there will be a different challenge, which will reward 2,000 gold once you complete it successfully. While this reward can only be claimed once per week, you are free to repeat the challenge as much as you like, and try to secure a spot on the challenge leaderboards by completing it as fast as possible!

    Note: The first challenge will start on the coming Wednesday.
  • Minions now drop health globes that will persist for 10 seconds after their death.These health globes will restore 1% of the attacking hero's maximum health when picked up, for every defense rating. So for example, a minion with a defense rating of 4 will drop a healing globe that will restore 4% of the attacker's maximum health.

    Note: Summoned minions, such as the Arms of the Damned or the wizard bats, will not drop any healing globes.
  • The placement indicator for minions & traps has now been streamlined and properly indicates whether or not a trap is in a proper position.
  • The targeted/hovered minion now shows its actual health & maximum health on top of its health bar. This is important information for those of you who will be playing the Wizard!


New Components:
  • Fake Door (common trap): 1 defense rating. Won't open.
  • Gloom Hound (epic minion): 3 defense rating, 2 attack, 1 health. On Death: Cause all other nearby minions to also engage. Does not work on minions with similar effects.
  • Unholy Defender (epic minion): 4 defense rating, 2 attack, 1 health. Engage: Creates a soul bond with the nearest minion, redirecting all damage this minion takes to the bonded minion until it dies.
  • Marok, the Summoner (legendary minion): 30 defense rating, 3 attack, 310 health. Boss.


Marok, the Summoner


The latest boss makes his way into the dungeon! This scary skeleton doesn't just summon Ghosts, but he also starts to bring down armageddon upon anyone who is brave enough to bring him down to 50% health. That's right, this boss has an enrage effect that will make you sweat.

Marok will either be the hardest or the easiest boss for you. If you manage to keep your focus and track his abilities, this encounter will be a cakewalk for you, but if you get lost in the visuals of his attacks and make a couple wrong steps, things can snowball out of control very quickly!

Lucky for you, the very first Dungeon Challenge which is scheduled to begin next Wednesday features Marok as the final boss, so you'll get to have as much practice as you need before facing him in ranked play!

Balance Changes
The Knight:
  • Magma Shield: No longer restores any health. Maximum damage absorbed increased from 15 -> 23.
  • Stomp: Damage increased from 2 -> 5.
  • Potion of Flames: Startup time reduced from 2s -> 1s.
The Archer:
  • Potion of Swift Healing: Healing increased from 8 -> 12.

Over the course of version 0.3.0 we've noticed that the Knight was much stronger than the Archer when played optimally. In regular situations we would just buff the Archer instead, but unfortunately the Knight's optimal playstyle required the player to play very careful and surgical, to the point where many attacks would take upwards of 20 minutes.

In a game centered around watching replays of attacks against you, the issue becomes pretty obvious. The removal of the Knight's healing on his shield means that he will no longer be able to heal off of things like spike traps, but it also gets rid of his self-healing entirely.

For this reason, we've decided to buff his other skills a little bit, so he can stand his ground against groups of minions, and still absorb as much damage as he would otherwise have healed for. Plus, bearing in mind that healing globes work with maximum health percentages, he naturally gains more health from them than the other heroes.

As for the Archer, we've felt that the new potion was a good step in the right direction, but it didn't feel quite impactful enough. The increased healing should more easily bring him back from the brink of death and allow him to deal meaningful damage.

Components:
  • Mist of the Damned: Arm damage reduced from 3 -> 2. Arm health reduced from 15 -> 10.
  • Immunity Tower: No longer grants full immunity, but instead reduces damage taken by 90%. This change was necessary in order to combat certain setups where an enemy would get trapped near the tower, but will leave more regular setups intact, as attacking the enemy protected by the tower is still undesirable.
  • Dagron the Undying: Health increased from 210 -> 290. With the addition of healing globes, players will now on average have a larger amount of health when encountering this foe. We felt that as it stood during 0.3.0, encountering a boss wasn't the meaningful experience it was meant to be, so by lengthening the encounter just a little bit, we are trying to rectify that.


Other Changes
  • Treasure chests will now prioritize legendary components you do not yet own, and will only start awarding duplicate legendary components once all legendary components have been collected.
  • The maximum daily bonus has been reduced from 25 -> 20, but instead of denying all rewards after the cap has been reached, players can now continue to earn a small amount of gold for every successful attack (casual, ranked or dungeon challenge).
  • Maximum defense rating increased from 280 -> 320.
  • Dagron the Undying's projectiles should now be rendered correctly under all circumstances.
  • Fixed an issue that would permit the placement of components in invalid positions. The game wouldn't let you publish your dungeon like that anyway, but it created some odd situations.
  • Fixed an issue that would sometimes cause the Knight's stomp ability to be rendered improperly.
  • Fixed an issue where clicking the "Play Casual" button more than once would sometimes bring down armageddon and break the mainframe of the cybersphere. This was the cause of some users reporting they had received an attack result that linked to a different replay.
  • Fixed an issue that would cause SteamVR to open for some users when starting the game. (we're not sure if this is 100% fixed to be honest, since this one was kinda complicated, so if the issue still persists, please let us know asap so we can look at it again for 0.4.1!)


Replays recorded on previous versions are not compatible with 0.4.0 and have therefore been removed from your attack log. As this is a pretty big update for EA, we are definitely expecting there to be some bugs, so please do share them with us if you find them, either using the Steam community forums or the in-game feedback form so we can look into things asap for 0.4.1!