About the Game
Hero's Hour is an accessible, yet-deep and content-rich Strategy Roleplaying Game. Take control of your hero, explore the world, build up your town, fight fast-paced battles, level up your hero and amass an army large enough to take out the opponents - before they take you out.
While exploring the overworld and developing your town and army are both turn-based, giving you time to think and plan out your next moves, in battles your units will do the best to fight for themselves in real time - all hundreds of them. Cast spells and give attack orders to swing the tide of battle - or just sit back and watch as your might unfolds.
Being on the faster side compared to other turn based strategy games, you may even be able to finish the hotseat games that you start!
Turn Based + Real Time
While exploring the overworld and developing your town and army are both turn-based, giving you time to think and plan out your next moves, in battles your units will do the best to fight for themselves in real time - all hundreds of them. Cast spells and give attack orders to swing the tide of battle - or just sit back and watch as your might unfolds.
Procedural Generation
Hero's Hour brings impactful procedural generation to the strategy game formula, ensuring that every time you play, there will be new areas to explore and strange buildings to enhance your hero or army. Seek out obelisks to start you on small procedural quests that send you around the world. You won't even be able to use the same build order each time you play the same faction.Features
- 11 factions with special mechanics, strengths and weaknesses
- 22 hero classes, with a special skill each
- 50 common hero skills
- 177 units (and 99 upgraded units)
- 80 unique unit abilities
- 166 artifacts
- 83 spells (+18 spells unlocked via skills)
- Dozens of impactful map buildings
- Local "hotseat" multiplayer
- Co-op with other players or even with the AI
Being on the faster side compared to other turn based strategy games, you may even be able to finish the hotseat games that you start!
Screenshots
11 images
Version Information
Steam Patch Notes
Official update history
The Release of the Homestead update went really well, overall. But the size of the update does seem to have led some parts of the update to have been done a bit sloppily. So I’m quickly working on a v2.8.1 update, currently live on the public_beta branch in steam, which I hope will assuage the transitional pains to the Homestead update.
{STEAM_CLAN_IMAGE}/40741272/b790516a9ebb1cbe80e76dfb7d2edbf5ef21c052.png
I’ve released three small updates into the public beta during the last week, and the most recent one has the rework of the building planner to look like the above. There’s a long list of fixes, including some important performance improvements on large maps, and bug fixes to critical crashes. But a large part of the v2.8.1 update will be a rework to the rework, so to say - an overhaul to the new building planner that should make it more clear and more straightforward to use.
I know the new building planner is controversial. I still hold out hope that polishing it will make people accept and maybe even enjoy it over the old system. If not, I will be looking into options for adding an advanced map setting to go back to the old system.
It might seem strange to have had an update in the works for so many months, and then all the important work fixing issues comes the week after release. My best explanation is that I do, despite signs to the contrary, listen to feedback. Apparently hearing hundreds of people criticising my work was exactly the inspiration I needed to figure out solutions. And furthermore, I’ve received a lot of help from people posting bug reports in the Hero’s Hour discord. As the game has gotten older, fewer reports come in during the long betas. Releasing the update changes that. It’s not a perfect system - but I do want to give a deep congratulations to everyone who has helped by reporting bugs in the discord since the update went live 1½ weeks ago.
Before posting the long list of fixes for the current v2.8.1 pre-release C, I do want to share another thing I’m working on.
{STEAM_CLAN_IMAGE}/40741272/094fe9c3c7acd9379acaecdf31f77e903c52f656.png
Those of you who read the long post about the v2.8.0 update might remember that I had a series of new Rogue town units planned for the update, but those had to be delayed. There’s still an unclear timeframe on when they’ll arrive. Meanwhile, I’ve been polishing off my aseprite and working on updating the art assets for a series of Rogue Realms units which were not quite up to snuff. So, at some point, maybe in v2.8.2, maybe in v2.9, you’ll be getting both those 23 new units, as well as updated graphics for 16 Rogue Realms units.
Anyway, here’s the update notes for v2.8.1 prerelease C:
Building Planner UI changes
Fixes and Changes
https://store.steampowered.com/app/1656780/Heros_Hour/
View on Steam
{STEAM_CLAN_IMAGE}/40741272/b790516a9ebb1cbe80e76dfb7d2edbf5ef21c052.png
I’ve released three small updates into the public beta during the last week, and the most recent one has the rework of the building planner to look like the above. There’s a long list of fixes, including some important performance improvements on large maps, and bug fixes to critical crashes. But a large part of the v2.8.1 update will be a rework to the rework, so to say - an overhaul to the new building planner that should make it more clear and more straightforward to use.
I know the new building planner is controversial. I still hold out hope that polishing it will make people accept and maybe even enjoy it over the old system. If not, I will be looking into options for adding an advanced map setting to go back to the old system.
It might seem strange to have had an update in the works for so many months, and then all the important work fixing issues comes the week after release. My best explanation is that I do, despite signs to the contrary, listen to feedback. Apparently hearing hundreds of people criticising my work was exactly the inspiration I needed to figure out solutions. And furthermore, I’ve received a lot of help from people posting bug reports in the Hero’s Hour discord. As the game has gotten older, fewer reports come in during the long betas. Releasing the update changes that. It’s not a perfect system - but I do want to give a deep congratulations to everyone who has helped by reporting bugs in the discord since the update went live 1½ weeks ago.
Before posting the long list of fixes for the current v2.8.1 pre-release C, I do want to share another thing I’m working on.
{STEAM_CLAN_IMAGE}/40741272/094fe9c3c7acd9379acaecdf31f77e903c52f656.png
Those of you who read the long post about the v2.8.0 update might remember that I had a series of new Rogue town units planned for the update, but those had to be delayed. There’s still an unclear timeframe on when they’ll arrive. Meanwhile, I’ve been polishing off my aseprite and working on updating the art assets for a series of Rogue Realms units which were not quite up to snuff. So, at some point, maybe in v2.8.2, maybe in v2.9, you’ll be getting both those 23 new units, as well as updated graphics for 16 Rogue Realms units.
Anyway, here’s the update notes for v2.8.1 prerelease C:
Building Planner UI changes
- BP now shows buildings in horizontal rows instead of mixed rows and columns
- BP now sorts buildings by their requirements more strictly
- Updated icons for BP requirements
- Updated frames for BP to more clearly show what can and cannot be built
- Changed font of BP
- Improved BP performance
- Readjusted building requirements
Fixes and Changes
- Fixed subroutines for drawing the overworld HUD displaying your owned towns that took a lot more performance than was reasonable, significantly slowing down the game the more towns you owned
- Fixed a bug leading to the artifact duplication check to stop working after the player had picked up a treasure chest or similar dual-choice resource
- Fixed memory leak related to the new upgrade feature, slowing down games as they went on, as well as prolonging save and load times
- Optimised performance for large maps by reworking the secter and coastline systems
- Terrain now looks more correct when quickly zooming out the game
- Fixed a crash when you would quit the game straight from the main menu
- Fixed a bug related to expecting more hotseat players than the actual number of players
- Fixed a bug related to setting all players to hotseat, then removing a player
- Fixed a bug that prevented hidden beasts to respawn on the Gold Beach or Dreamscape terrain
- Fixed a bug that in some cases would prevent hidden beasts from respawning
- Fixed a bug related to Unit edit mods, making them often crash
- Made sure unit edit mods can edit the stats of units whose stats were changed recently
- Updated the Mirrored game data unit data edit files
- Fixing an exploit allowing the player to make the AI think it's dead though it's very much alive
- Changed the Heirloom skill to now only give one artifact when several level-ups are queued at the same time
- Chinese translations that were missing are now added
- Added a subroutine to clear up unused dead heroes, such as those that were created by a bug in v2.8.0
- Extending Blight Ritual specialty unit protection to the second spec unit from Split Branch unit if the hero knows Mastery
- Updating Blight Ritual so when it converts units into less power than the original, the lost power is remembered and added to the next Blight Ritual proc. This is a slight buff
- Fixing a bug allowing Temple of the Learned to proc several times for the same building
- Fixed Cartographer not working
- Fixed a rare crash during enemy spellcasting in battle
- Taught the AI to not use Shadowcloning and other spells requiring the hero to be alive while the hero is dead
- Fixed a bug related to Devastations owned by a recently defeated player
- Fixed Aether Forge being able to offer unique spells the hero already knew
- Changed the Bloodwarping/Unit_get_elite() targets for neutral Goblins, Elves, Ants, Amphibians and Dragons
- Fixed an issue where converting a town would prevent some town bonuses given to visiting heroes from working
- Fixed Town Founding leading towns to have too low buildings levels
- Fixed a bug related to Devour Enemy, Devour Own and Devour & Digest spells crashing the game when cast on a unit about to die before the spell completed
- Fixed a bug that prevented Forest Spirits from being resurrected by the Infirmary despite v2.8 being meant to specifically fix that issue
- Fixed a bug that prevented Corpse Eaters and Tarantulas from being resurrected by the Hospital
- Fixed a discrepancy in how Soul gain from Decay towns is calculated. Before, non-Decay units counted. Now, non-Undead units count
- Added a special case to the Infirmary for Wild, considering Anima a town unit even though one cannot hire Anima in town
- Fixed a bug that gave the player a random hero instead of the desired hero in case the map re-rolled during generation because of wrong generation
- Changed the UI for people who play with classic skilltrees, swapping the position of the Skillset and Ledger, and giving access to the new Ledger instead of old Ledger
- Fixed a bug that made the AI still use the new skillsets even when playing with classic skilltrees, even affecting what skills recruited heroes would start with
- Fixed classic skilltree settings showing the wrong descriptions in the tooltip for what requirements various skills would have
- Fixing an AI stall bug related to an AI hero trying to defend a town with the Caravan Stables
- Fixed a bug that made the screen flash whenever an AI interacted with an adventure map building, even if they did so beneath the Fog of War
- Infirmary now works for superupgrades, too (Dragonworm, Loss, Wildren)
- Rolled back a bug fix that made the Tavern work inconsistently when switching heroes
- Putting in a new fix to the original bug that allowed the player to get tavern heroes with too many skills
- Enabling the player to use the Switch Hero feature to switch between rehiring a dead hero, or recruiting a new hero/scout
https://store.steampowered.com/app/1656780/Heros_Hour/
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
View on Steam
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
v2.5.1 patch notes
CHANGES
BUG FIXES
IMPROVEMENTS
BUG FIXES
MODDING
- string()
- other()
- saving()
- init()
- variable_exists()
Hello everyone! We pushed a patch following yesterday's update. Here's the list of what's been done! :
View on Steam
v2.2.1 changes :
- Fixed music quality of several tracks
- Fixed a bug related to how the AI hired units, which confused which dwellings were built
- Fixed a bug that disallowed AI to recruit the alternate units
- Adjusted the number of units given to high level roaming heroes to be less absurd
- Fixed a bug related to Hardcore difficulty and end-of-week effects
- Fixed Shadowcasting and Shadowcloning being switched
- Fixed a bug related to using custom artifact effects
- Fixed a bit of English in the translated description of some special weeks
- Improved performance (slightly) for people who play without sounds
- Allowed for custom spells to change the effective spellpower of its effects
- Fixed a bug that made Tainted mines draw twice and on top of the floating crystal
Version 2.2
Jun 6, 2022
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
View on Steam
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
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 :
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
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
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
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
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
View on Steam
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 :
FEATURES
NODEMAP AND TILEMAP EDITORS
NEW MODDING CAPABILITIES
CHANGES
BUG FIXES
CHANGES
- 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
AVATAR SPECIFIC FIXES
- 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
BUG FIXES
- 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
Version 2.1
Apr 4, 2022
The version 2.1a is up on the closed beta! Here is a list of new content and changes :
Added the Roar and Gaze faction hero skills
The fear mechanic has been changed to support the Roar and Gaze skills
Added 9 Delirium faction units + 9 upgrades
Added the Sacrifice, Evolve, Swallow, Wail, Astral, Host, Potent Soul and Heir unit abilities
Added the Tainted Mines mechanic
Added mechanics for Crystal of Tainting, Forbidden Tome, Lost Tavern and Idol of the Three faction
specific buildings
Added the Glare spell accessible via the Gaze skill
Added three new boss units for the Idol of Three
New neutral units: Grey Boy, Sneagle, Spinesaur, Thorn Giant, Grell, Dragonworm and Wyvern
Earthen’s Monument of War now works as both the Monument of War and Temple of War combined
Earthen’s Temple of War now gives +1 morale to visiting heroes and a rankup of Grudge or Soul of the
Earth
Decay’s Soul Siphon, Soul Transmuter, Soul Beacon and Throne of the Dead have been reworked. Raising undeads no longer cost Binding Power; Binding Power has been removed altogether. Instead,
the Soul Transmuter allows you to spend Mercury to instantly convert 30 Soul Power into units
Enclave’s Incubation Chamber and Slithering Temple are now accessible one town level earlier
Enclave gets a new building: The Dragonworm Shrine, which allows upgrading Leeches into Dragonworms
View on Steam
Added the Delirium faction
specific buildings
Unit Expansion
Faction Mechanics Reworks
Earth
the Soul Transmuter allows you to spend Mercury to instantly convert 30 Soul Power into units
Hello everyone!
As you migt have seen on the news/Forums, we have an open beta branch for the game! Here are the changes that have been done for this 2.0.7a update on the beta branch.
changed the way the game draws things in different resolutions
UI scale 100 is now default
UI scale 100 draws everything at a 1:1 scale for all resolutions
due to the new use for UI scaling, the arrows for UI scaling now change the scale by 10 points, and the buttons for "Reset Scale" and "Auto-Scale" have been removed
all common resolutions are now available as options for the size of the window mode
changed the way the game view updates when changing resolutions
the game should now support all aspect ratios without black bars
the game now remembers your window resolution and windowed/fullscreen settings
you can now toggle on and off mods within the game settings menu. Restart is still required
a new button in the game options menu now allows you to restart the game to instantly reload mods. Might lead to memory leak if used several times
uploading mods to steam workshop has been changed to be more user friendly and give better feedback
when units created via bodyguards die, they will now take some time to replenish (10% replenishment per day)
the champion statue now gives:
week 1-3: +1 bodyguards rank
week 4-6: +2 bodyguards rank
week 7-9: +3 bodyguards rank
armorer now gives 6% health increase (up from 5%) and 50% chance of projectile protection (up from 20%)
offense now gives 6% attack speed and movement speed increase (up from 5%) and 15% rage damage increase (up from 10%)
archery true-strike proc chance is now 4% + rank (down from 5% + rank)
hydromancy, aeromancy, terramancy and pyromancy now give +65% base spell effectiveness increase (up from +50%)
all spells now have a 6.667% longer cooldown
sorcery now gives 35% faster cooldowns and scales more predictably (up from 33% with diminishing returns)
scouting's diminishing returns from proccing often are less powerful (-25% per proc, down from -33% per proc)
diplomacy, necromancy and demonology now offers 5% more units, and at 10% less cost
diplomacy description has been updated with the v1.9 buff + the new buff
demonology procs are now less random
mysticism now gives +40% base spell effectiveness increase (up from +25%)
plunder now gives 10% more gold after combat
plunder now has a moderate chance of yielding artifacts after combat
First Aid tent now costs 2000g (up from 1000g), and Ballista now costs 1500g (down from 3000g) - since the total cost of both is now 3500g instead of 4000g this is considered a buff to Engineering
combat now gives +100 hp (up from 75) and +30% damage per rank (up from 25%)
midas touch now gives +65 hp (up from 50) and 20% proc chance (up from 15%)
bloodwarping now scales less strongly - rank I now and before are the same, but rank IV now will be only as strong as rank III was before
Counting House, Hostler, Conscription Centre and Gryphon Tower are now all available one town level earlier
the cost of using the Aether Forge now increases by 5% each time it is used
Banner of Champions now costs only 2 crystals (down from 5)
Sky Pillar is now available at town level 2, but also costs 5 ore
Pearl mechanic for Tide is now 50% more impactful
Pillars of Essence now costs 10% more resources to use
Recipes for the Pillars of Essence are now randomised each match
Pillars of Essence is now available one town level later
Tea House is now available one town level later
Enclave and Earthen have a buff scheduled for v2.1
minor adjustment of the detailedness of the unit coloration surface in battles
the main menu battle now draws a black background
dragging the screen with middle mouse button now disables the auto camera the same way that scrolling or WASDing does
changed the way the UI for selecting the position of using an adventure map spell looks
Pillars of Essence unique building is now placed on the 4th row of the build grid
Tea House unique building is now placed on the 3rd row of the build grid
the hero window UI will now always show the hero page at the start instead of showing the spellbook if you had opened the spellbook last time
units with Rebirth active (phoenixes) will now be resurrected when combat is won
MODDING: the various ways of spelling the Windup and Projectile Prot abilities now all work
MODDING: Artifact mods can now give faction skills
Faction choice screen has been redesigned to better support various resolutions and extra modded factions
The Lexicon is now shown at 100% scale always, but players using lower resolution displays can scroll around it using WASD or holding the mouse at the edge of the window
The Achievements lexicon page no longer moves as you move the mouse
the AI will now choose the 2nd alternate unit instead of always picking the first
spell descriptions for Magic Arrow and Iceball are now more precise
island maps will no longer generate landmasses that reach the edge of the map, which fixes issues with unlucky placement of Docks
the game will now display the world scaled to 1x - 2x - 3x - 4x instead of 1x - 2x - 2*sqrt(2)x - 4x when zooming in and out
fixed Puzzle Master achievement not unlocking
fixed the previous balance changes to neutral units applying to the wrong units
fixed how adventure map building windows were placed on the screen to better support low resolution monitors
changed the position of the "Done" button in the town screen for low resolution monitors
changed the position of the Army Creation screen in the town screen for low resolution monitors
the position of the "Advanced" and the "Back" buttons in the map selection screen have been fixed for low resolution monitors
fixed the UI for selecting the position of an adventure map spell being weird in some resolutions
fixed a crash happening whenever you hired too many heroes as a modded faction
fixed a rare issue that could cause a crash in combat
fixed a rare crash that could happen when alt-tabbing from the game at the precise moment it opened
fixed an unexpected interaction between right clicking units in the army deployment tab and right clicking to split war groups on the battlefield, which could be used for unit duplication
Bodyguards units no longer die at the end of combat the way that summoned units do
fixed a bug that would make some of your units disappear if you exited an adventure map building UI by unconventional means
opening the lexicon in the main menu now pauses combat, improving performance while in the lexicon
fixed Resurrection spell resurrecting corpses of upgraded units as their base versions
fixed unit group mods breaking if more than 1 of them were loaded due to their names loading wrong
fixed (unused) the technical unit groupings being messed up when faction mods were loaded
fixed the Tooltip for Overgrown Gold Mines saying they give 5000 gold each week when they actually give 2500
fixed the Overgrow Gold Mine? UI window saying they give 5000 gold each week when they actually give 2500
fixed a building being able to spawn right at the diagonal lower left corner of a town, blocking paths to the left
fixed a bug that would unlock the Patience achievement when playing on a custom map
fixed a bug that would give a hero infinite XP gain if you continuously equipped and unequipped an artifact that gives Learning
fixed a rare crash that could happen when entering battle while tabbed out
fixed the tooltip of spellpower erronously saying it increases power by 5% when it actually increases it by 10%
fixed an issue that made the game hang when using certain cheats in debug mode
View on Steam
As you migt have seen on the news/Forums, we have an open beta branch for the game! Here are the changes that have been done for this 2.0.7a update on the beta branch.
v2.0.7a
CHANGES TO RESOLUTION, WINDOW/FULLSCREEN AND UI SCALING
FEATURES
SKILL BALANCE
FACTION BALANCE
CHANGES
BUG FIXES
v2.0.5
BUG FIXES
- fixed a bug that would sometimes make the game crash when deleting a save
- fixed a bug that meant that saves from pre v2.0.4 that were loaded in v2.0.4 and then saved again would crash upon next time they were loaded - those save files affected are now once more compatible
- fixed a bug that duplicated any unit resurrected from a corpse (first aid tent, resurrection unit ability, immortal unit ability, rebirth unit ability)
- fixed a bug that would create a tiny bit of lag and memory leak during combat
- fixed a bug that prevented neutral mob stacks from counting towards the Soul Beacon power
View on Steam
BUG FIXES
- fixed a bug that would sometimes make the game crash when deleting a save
- fixed a bug that meant that saves from pre v2.0.4 that were loaded in v2.0.4 and then saved again would crash upon next time they were loaded - those save files affected are now once more compatible
- fixed a bug that duplicated any unit resurrected from a corpse (first aid tent, resurrection unit ability, immortal unit ability, rebirth unit ability)
- fixed a bug that would create a tiny bit of lag and memory leak during combat
- fixed a bug that prevented neutral mob stacks from counting towards the Soul Beacon power
v2.0.4c
BUG FIXES
fixed faction mods using the wrong units as wall turret defense units, especially when several faction mods were installed at once
fixed the "done" button on hero level up screen potentially overlapping with UI elements, interrupting the level up
hovering over the Battle speed button no longer moves the camera in battle
fixed several errors in the first version of the new load game screen
fixed a bug that allowed you to gain units from monuments without paying
fixed a save corruption issue where sometimes an artifact would not save its index. This might still cause artifact corruption (turning into a Four Leaf Clover), but won't crash the game. If you see artifacts turned into Four Leaf Clovers when saving/reloading, please report any relevant circumstacnes with your bug report
fixed a crash that happened when switching to a custom map while selecting starting hero for another map
fixed a crash relating to first aid tents resurrecting bodyguards (might also need to have been frogged bodyguards)
fixed the Pillar of Essence graphics looking wrong when using the small or classic town screen
fixed Arcane and Order towns showing the wrong icons for their faction mechanics
roaming armies can no longer spawn inside neutral towns
changed map generation code so no maps can have more than 16 sets of portals (this affects at least Ten Towns, making the map more playable)
fixed a bug that made new maps with randomised skill trees unable to start
fixed several issues relating to randomised skill trees. They should now work correctly
fixed Tea House giving access to Engineer's Workshop when using the small or classic town screen UI
fixed graphical issues with Tea House on small / classic town screen UI
made changes that should fix an irreproducible crash that happened sometimes in combat at 2x speed
fixed crash that happened while trading units between two heroless regiments and the > buttons overlapped the units
fixed Puzzle Master not unlocking if you had saved and reloaded during the game
made changes that should fix an irreproducible crash that happened sometimes with a first aid tent
AI will now value visiting a Mana Well proportionally to how much mana their hero is missing
fixed some Tide units not being boostable by pearls
fixed the pearl boosting button being placed poorly in the unit creation UI
fixed a crash that happened in combination between certain mods and changing language
fixed map-building Palace of X not showing its gold income in the gold income tooltip
fixed the gold income tooltip showing the wrong amount of gold income if you had several gold mines
fixed an issue where Midas Touch gold would be awarded to the wrong player sometimes
(potentially fixed) Voices of Wrath music track being silent for some users
Nomads no longer will survive being killed or fleeing
fixed a bug relating to trading units with Earthen Guards?
fixed Scrying achievement not unlocking correctly
fixed AI players fighting against AI players being able to flee, appearing back at their home town and bringing the boat with them
there are now graphics for skills leveling up beyond Rank 10 all the way up to Rank 20
fixed a bug that made upgraded dragons from Dragon Temple not correctly stack
weaker enemy stacks in Easy mode now apply to all human players instead of just player 1
Hex now prevents de-frogged non-permanent units to Split or Bud, fixing issues where high levels of Hex could make units like Mercurials go infinite
FEATURES
setting for combat camera. Three options: Auto (current), Mixed, which both automatically moves camera, but allows panning / WASD / edge scrolling and temporarily disables automatic motion, and manual, which entirely removes the automatic combat camera
load game menu has been redesigned
MODDING: Unit group modding
MODDING: Mod loading progress log
UNIT REBALANCING
Increased health and damage by +5% for the following units (and upgrades): Militia, Cavalry, Strongarm, Treant, Bladesinger, Golem, Scroll, Boneguard, Imp, Canine, Capra, Goblin, Raider, Cyclops, Anaconda, Gilazard, Rex, Moss Golem, Troglodyte, Minotaurs, Cannoneer, Geyseral, Harpooneer, Rock Earthen, White Yeti, Horror, Carcass
Decreased health and damage by -5% for the following units (and upgrades): Forest Spirits, Deadeyes, Bonewyrm, Runescribe, Tricrow, Spirited Fire, Hellgoat, Ash Demon, Ashen Giant, Ocean Menace
Decreased health and damage by -10% for Mercurial
All Blight units gain +5% base stats (Onyx Rod, Malavian, Blightstinger, Crawler, Malcorvid, Blight Monstrum)
Seraph gains ability Aura of Power - Gryphon starts with retaliation
Wildspeaker now summons Forest Spirits - the Druid now starts with Summoning for Anima
Liongod gains ability Terror - Incarnation now starts with charge
Thundergod gains ability Empower
Stats of units summoned by Hunter and Ice Sculptors (bodyguards ability) has been reduced by 10%
Pride gains ability Rebirth - Wrath now starts with Burning
Archopriest gains ability Empower
Miner gains ability Taxpayer - Carver loses ability Knockback
Unit ability Fortune has its luck strike chance reduced from 30% to 15%
Waveborn gains ability Versatile
Aetherting gains ability Empower
The "Power" stat of boss units, Horror and Rex has been decreased slightly, making them slightly cheaper to field in battle - their stats remain the same
CHANGES
In Easy difficulty setting, AI have the number of units healed by infirmary reduced by 66%
In Normal difficulty setting, AI have the number of units healed by infirmary reduced by 33%
Heroes that are killed will now not only lose all movement points, but also gain Tired: 1
Earthen Guards and Guardposts will no longer send units to the infirmary when defeated
when choosing a different map in the map selection screen, the menu for picking faction and hero will now reset instead of staying open
Lexicon > Faction > Skill tree - clicking anywhere on screen will hide the selected skill tree once more
When opening the game, it should now unlock steam achievements that have been unlocked in-game previously
Call of Champions now specifies in text that it only works for Horde units (translations might take some time)
Nomad armies now recover their units more slowly (from 50% to 33%)
Crawling Cave now correctly specifies that it creates Corpseeaters, not Goblins
Dragonking skill can now spawn several dragons after a fight if you get enough points. Also slightly changed the Dragonking proc graphic
Scrollbar on map selection screen is now correctly aligned
Very slightly increased XP requirement growth per level (+1%)
Pillar is no longer always shown as one of the combatants in the main menu battle
numbers of units sent to infirmary is now rounded down instead of to closest integer
View on Steam
BUG FIXES
FEATURES
UNIT REBALANCING
CHANGES
Current Release
Not available
System Requirements
OS
N/A
CPU
Dual-core 2Ghz CPU
RAM
512 MB RAM
GPU
AMD Radeon HD 6250 or better DirectX11 compatible graphics card
How to Install
1
Download all files
2
Extract the .ISO file to a folder (use WinRAR or 7-Zip)
3
Mount the ISO file (double-click or right-click → Mount)
4
Run setup.exe
5
Launch the game from desktop shortcut or Start Menu
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Size
399 MB
Password: cracked-games.org
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View AllDownload Hero's Hour for PC with a direct link or via torrent. Get the full version of Hero's Hour for free. Hero's Hour is a RPG released by Benjamin "ThingOnItsOwn" Hauer.