Posted January 08, 2025
high rated
Hero's Hour
Updated to 2.7.2b
Changelog from Steam:
v2.7.2b CHANGE LOG
ADJUSTMENTS:
• Changed Pain Aura so it now actually doubles damage taken in combat instead of applying a -50% rallying aura. This is also a nerf
• Now the game remembers the last picked map so when exiting a map and opening the New Game menu, it automatically selects the last picked map
• Added a slight bit of variability in the power of Potent Soul, making it so that a unit such as the Shadeamander now sometimes will be able to resurrect units it previously would not because they were just beneath the cost threshold
• When several heroes are dead, the Tavern will now offer the highest level hero first, instead of the order being random and potentially different when saving and reloading
• Changed the code so the gold spawned after a battle always is spawned by the feet of the victorious player
• Standardised outcomes for gold spawned after combat
• Bloodwarping now scales better for rank II and rank III, to offset the difficulty of ranking it up as a subskill
• Torblok now has Bearguards as unit for players without Rogue Realms instead of Militia
• Creativity can no longer offer Infest, Tinker, Exploitation or Crystal Assembly for players who do not own the RR DLC
• Adjusted the power of the Reap spell down by about 20%
MAP GEN:
• Made sure the "Check Missing Coastal" subroutine during map generation does not only work for docks placed automatically, but also for docks in forcelists or docks in map elements
• Made sure the "Check Critical Failure" subroutine also activates to restart map generation in case a map-element-created structure is not possible to be placed on the map
• Readjusted the placement of map cells during map generation to make them slightly better spread across small maps
• Readjusted the code for connecting cells to make it more accurately connect cells supposed to connect together together
• Fixed a bug that would sometimes allow the rare sea town to be generated on the bottom edge of the map, leaving an inaccessible town
• Adjusted map generation to make it less common that part of areas aren't connected such as on maps like Mare Nostrum
• Reduced time before giving up on clear-pathing to objects
• Adjusted placement of water encounters to avoid cases where some of the resources would end up being placed on the coastline
• Fixed Order units spawning at sea for players playing without the RR DLC on some maps
BUG FIXES:
• Fixed a bug preventing AI from using Monuments correctly, leading to the AI not being able to play maps like Exile correctly. This should also make the AI slightly stronger on other maps by more effectively being able to use the offered map opportunities
• Fixed a bug that made the Underdog skill prevent heroes from bringing in single-battle entourage units
• Fixed a bug that made the Underdog skill sometimes calculate the relative difficulty of a fight differently than the overworld difficulty estimation
• Made sure the AI won't cast Regroup! at random
• Fixed Cult Recruiter being able to convert heroes
• Banditry will now give Mercenaries if the player does not own the Rogue Realms DLC. This is a temporary work-around until a more appropriate solution can be implemented in v2.8
• Reworded the Skirmish achievements to detail which Skirmish had to be fought to get them
• Turn Living can now no longer affect Hexed units
• Fixed several players starting as Random Rogue on the same map always ending up as the same hero
• Fixed minor typos in map descriptions
• Fixed only a single Raffe Rest getting restored even if the hero had picked up several Raffes before entering battle
• Reworded the Industrial Smithy perk to better reflect its effect
• Fixed units with Lash sometimes standing too far away to hit their intended target, making it look like they repeatedly miss their opponent
• Temple of War now ranks up Grudge/Soul of the Earth for Stonemasons/Runecarvers even if they do not already know Grudge/Soul of the Earth
• Heroes with a high number of warmachines will now have the icons for said warmachines resized instead of the list overflowing in the army overview UI
• Fixed tooltips getting cut off at the top of the screen with screen resolution aspect ratios far from 16:9
• Fixed an issue where buildings placed on the top row of tiles of the map would sometimes not draw their sprite
• Fixed a visual glitch related to Gold Veins which would be obscured by the terrain features when saved and reloaded
• Added a maximum distance for casting Gold Digger (24 tiles)
• Fixed Patience achievement not working when playing in other languages than English
• Fixed an exploit allowing you to start as any hero while using the Arcane town
• Fixed a bug related to Entourage units being sent as reinforcements
• Fixed a nerf for Coil of the Dead for Life Reapers not working as intended
• Fixed certain Adventure Map buildings not registering being discovered when touched
• Fixed the Scrying achievement not unlocking correctly
• Fixed a bug that would make the After Combat results page show the wrong numbers if attacked by the AI during their turn
• Fixing an issue with enemy AI, making it sometimes avoid good possibilities because the AI would think it had to fight its own armies to get to places
• Fixing an issue with the AI where it sometimes would correct for the danger of a nearby enemy several times when picking a goal
• Fixing a bug that made the AI move one tile less far for every 50 potential goals it was thinking about reaching, potentially locking heroes out of moving altogether on very large maps
• Fixed a bug that made Ritual of Power not give XP in case you had too few units for a full levelup
• Fixing evolution turning high-tier units into lower tier units
• Doppelgangers spawned at sea now have boats. When they leave the water, their boat disappears
• Fixed the Legend set and similar artifact set bonuses naming the unupgraded unit but creating the upgraded unit
• Fixed Blight Monstrum being considered a Draconic unit for players not owning the RR DLC, as well as some other strange unit living assignments for boss units, such as the big dragons being beasts
• Fixed Forlorn Cloister only keeping a single artifact post transformation
• Fixed the non-DLC version loading and then just hiding the DLC maps, instead of not loading the DLC maps at all
• Fixed achievement "God" only being granted when the hero ranks up a skill during level-up, thus becoming impossible in v2.7
• Fixed a bug that made the Haberdashery crashed when using two times by the same hero
• Fixed a typo in Morale's tooltip
MODDING:
• Added Raffe Rest as a building placeable in the tilemap editor
• Hero Replacement mods will now keep the default hero rarity modifier, allowing changing hero portraits for alt heroes and still keeping their town dwelling replacement mechanic
• Added a new Hero mod tag "Replace Town Dwelling" to mimic the function of normal alt heroes to replace the town dwelling with their unit
• Fixed "endai" variable only toggling off part of the AI code
• The "endai" variable can now hold any number, and it will turn off ai for 10 frames for each 1 value it has
Updated to 2.7.2b
Changelog from Steam:
v2.7.2b CHANGE LOG
ADJUSTMENTS:
• Changed Pain Aura so it now actually doubles damage taken in combat instead of applying a -50% rallying aura. This is also a nerf
• Now the game remembers the last picked map so when exiting a map and opening the New Game menu, it automatically selects the last picked map
• Added a slight bit of variability in the power of Potent Soul, making it so that a unit such as the Shadeamander now sometimes will be able to resurrect units it previously would not because they were just beneath the cost threshold
• When several heroes are dead, the Tavern will now offer the highest level hero first, instead of the order being random and potentially different when saving and reloading
• Changed the code so the gold spawned after a battle always is spawned by the feet of the victorious player
• Standardised outcomes for gold spawned after combat
• Bloodwarping now scales better for rank II and rank III, to offset the difficulty of ranking it up as a subskill
• Torblok now has Bearguards as unit for players without Rogue Realms instead of Militia
• Creativity can no longer offer Infest, Tinker, Exploitation or Crystal Assembly for players who do not own the RR DLC
• Adjusted the power of the Reap spell down by about 20%
MAP GEN:
• Made sure the "Check Missing Coastal" subroutine during map generation does not only work for docks placed automatically, but also for docks in forcelists or docks in map elements
• Made sure the "Check Critical Failure" subroutine also activates to restart map generation in case a map-element-created structure is not possible to be placed on the map
• Readjusted the placement of map cells during map generation to make them slightly better spread across small maps
• Readjusted the code for connecting cells to make it more accurately connect cells supposed to connect together together
• Fixed a bug that would sometimes allow the rare sea town to be generated on the bottom edge of the map, leaving an inaccessible town
• Adjusted map generation to make it less common that part of areas aren't connected such as on maps like Mare Nostrum
• Reduced time before giving up on clear-pathing to objects
• Adjusted placement of water encounters to avoid cases where some of the resources would end up being placed on the coastline
• Fixed Order units spawning at sea for players playing without the RR DLC on some maps
BUG FIXES:
• Fixed a bug preventing AI from using Monuments correctly, leading to the AI not being able to play maps like Exile correctly. This should also make the AI slightly stronger on other maps by more effectively being able to use the offered map opportunities
• Fixed a bug that made the Underdog skill prevent heroes from bringing in single-battle entourage units
• Fixed a bug that made the Underdog skill sometimes calculate the relative difficulty of a fight differently than the overworld difficulty estimation
• Made sure the AI won't cast Regroup! at random
• Fixed Cult Recruiter being able to convert heroes
• Banditry will now give Mercenaries if the player does not own the Rogue Realms DLC. This is a temporary work-around until a more appropriate solution can be implemented in v2.8
• Reworded the Skirmish achievements to detail which Skirmish had to be fought to get them
• Turn Living can now no longer affect Hexed units
• Fixed several players starting as Random Rogue on the same map always ending up as the same hero
• Fixed minor typos in map descriptions
• Fixed only a single Raffe Rest getting restored even if the hero had picked up several Raffes before entering battle
• Reworded the Industrial Smithy perk to better reflect its effect
• Fixed units with Lash sometimes standing too far away to hit their intended target, making it look like they repeatedly miss their opponent
• Temple of War now ranks up Grudge/Soul of the Earth for Stonemasons/Runecarvers even if they do not already know Grudge/Soul of the Earth
• Heroes with a high number of warmachines will now have the icons for said warmachines resized instead of the list overflowing in the army overview UI
• Fixed tooltips getting cut off at the top of the screen with screen resolution aspect ratios far from 16:9
• Fixed an issue where buildings placed on the top row of tiles of the map would sometimes not draw their sprite
• Fixed a visual glitch related to Gold Veins which would be obscured by the terrain features when saved and reloaded
• Added a maximum distance for casting Gold Digger (24 tiles)
• Fixed Patience achievement not working when playing in other languages than English
• Fixed an exploit allowing you to start as any hero while using the Arcane town
• Fixed a bug related to Entourage units being sent as reinforcements
• Fixed a nerf for Coil of the Dead for Life Reapers not working as intended
• Fixed certain Adventure Map buildings not registering being discovered when touched
• Fixed the Scrying achievement not unlocking correctly
• Fixed a bug that would make the After Combat results page show the wrong numbers if attacked by the AI during their turn
• Fixing an issue with enemy AI, making it sometimes avoid good possibilities because the AI would think it had to fight its own armies to get to places
• Fixing an issue with the AI where it sometimes would correct for the danger of a nearby enemy several times when picking a goal
• Fixing a bug that made the AI move one tile less far for every 50 potential goals it was thinking about reaching, potentially locking heroes out of moving altogether on very large maps
• Fixed a bug that made Ritual of Power not give XP in case you had too few units for a full levelup
• Fixing evolution turning high-tier units into lower tier units
• Doppelgangers spawned at sea now have boats. When they leave the water, their boat disappears
• Fixed the Legend set and similar artifact set bonuses naming the unupgraded unit but creating the upgraded unit
• Fixed Blight Monstrum being considered a Draconic unit for players not owning the RR DLC, as well as some other strange unit living assignments for boss units, such as the big dragons being beasts
• Fixed Forlorn Cloister only keeping a single artifact post transformation
• Fixed the non-DLC version loading and then just hiding the DLC maps, instead of not loading the DLC maps at all
• Fixed achievement "God" only being granted when the hero ranks up a skill during level-up, thus becoming impossible in v2.7
• Fixed a bug that made the Haberdashery crashed when using two times by the same hero
• Fixed a typo in Morale's tooltip
MODDING:
• Added Raffe Rest as a building placeable in the tilemap editor
• Hero Replacement mods will now keep the default hero rarity modifier, allowing changing hero portraits for alt heroes and still keeping their town dwelling replacement mechanic
• Added a new Hero mod tag "Replace Town Dwelling" to mimic the function of normal alt heroes to replace the town dwelling with their unit
• Fixed "endai" variable only toggling off part of the AI code
• The "endai" variable can now hold any number, and it will turn off ai for 10 frames for each 1 value it has
Post edited January 08, 2025 by (ø,ø)