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 how do we get the latest updated version? Is there a way to get automatic updates once we download the game?

hi Sandy - I also saw your other comment btw - the newest version is accessible on itch io - there are prereleases in my discord server (link on itch io page), but they're unstable prereleases and I usually do an update within 24 hours of the prerelease

There should be a way to automatically update the game using the itch io app, but I don't use it myself so I cannot tell you how that works

Thanks for response.

Hello, I have this problem: 


___________________________________________

############################################################################################

ERROR in

action number 1

of Draw Event

for object obj_con:

unable to convert string "Una vivienda mejorada que permite mejorar Gremlin en Guardia Gremlins - Criaturas básicas a distancia con ataques rápidos. El crecimiento base es 11" to float

at gml_Script_insertlinebreaks

############################################################################################

gml_Script_insertlinebreaks (line -1)

gml_Script_build_get_desc

gml_Script_draw_buildgrid

gml_Script_castlescreen

gml_Object_obj_con_Draw_64

hi there! I've been having a lot of trouble with this bug today. I do not know what causes it, and it only appears on some systems. There's a link at the bottom of the itch.io page to an earlier version without this bug.

Please excuse the inconvenience

Did you play in Spanish or English and did reloading a save in another language help?

I really want to try this game out but it crashes every time I open the town screen. 

############################################################################################

ERROR in

action number 1

of Draw Event

for object obj_con:

Variable Index [22] out of range [0]

at gml_Script_build_get_desc

############################################################################################

gml_Script_build_get_desc (line -1)

gml_Script_draw_buildgrid

gml_Script_castlescreen

gml_Object_obj_con_Draw_64

I have been told about this exact problem, and have tested for it myself, but it only happens to some users and I am not one of them, so I can't figure out why it happens. 

There's a link to an older version at the bottom of the itch io page with an older version in which this problem does not exist, which you can use until I figure out the problem.

good luck and sorry for the inconvenience

I've had similiar problems with gamemaker and fatal errors showing up for some users but not others. Can't remember how I fixed it tho.

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 Hi, I am a complete newbie. I have played on all three given races on the "easy" setting. I have used a small map as recommended by some posters here. I use a scouting hero with my main hero who is full of troops. HOWEVER, I NEVER, EVER win this game. The computer players usually come with at least one hero who has an impossible number of troops.  Yes, I do use summons to post summoned troops at the back of any attacking army too. So, I am at a loss. How can I beat this game. I am quite frustrated.
I do suggest that at the "easy" level, the computer becomes more handicapped in both production and in fights.  It would be nice if we can also handicap the computer players in the setting.
Two more things,  First,it is very hard to see how many resources are needed or still needed to finish a building. It would be nice if you can increase the font showing the needed resources.
Secondly, many times we can see a message that a building "can be built" when it can't be built. I think this needs fixing.

Hi, I want to say the game is amazing, but I encountered a bug, whenever I go to the castle and try to build something, in the exact moment I open that window, the game crashes. I do not know if is because I didn´t installed it properly or if it is a sort of bug. Otherwise, the game is very fun!

hey, thank you for playing the game! I've found out that the v086 build I released yesterday was a bit unstable, I'll fix it as soon as I can. Until then, there's a temporary link to an older version at the bottom of the page.

Good luck whether you wait or try the older version

really fun, I definitely prefer it over HOM because of the fast paced battles. Will buy this. Are you bringing it to steam?

I'm a bit unclear about how unit placement works, often it seem like i can only put out small numbers of units on the battlefield, lots are kept in reserve, i get the impression this is to keep the battle processing at a fast pace? but It'd be nice if there was some choice in the unit composition.
also having more specs/details on the spells and abilities would be nice

You are limited in how much gold value you can bring into active battle. This improves performance but it also helps with balancing and makes the battles a bit more tactical.

I do see the performance issues, it definitely gets laggy at about 90 units per army, i think you could solve this by combining units, maybe 3x for large battles. Btw the Friars seem to be a bit overpowered, when an army consistently has about ~30 or so on the field they are a bit too capable of support, i think this would be best resolved by reducing their spawn by ~30%.  
I like how you added variety to the building tree, it'd be cool to see that expanded more.  
I did come across one bug i think, you see the pixies cannot be built, I believe it was excluded due to building the tavern, which really is a critical building for a first castle, this left this castle quite weak early on. https://imgur.com/a/zA0XI1Y

Hi ctxpcs! Thanks for your bug report - I see now that if you start with minimum town development as wild and purchase either dwarves or satyr before pixies, the pixies are errantly excluded. This will be fixed.

I've been battling lag in battles just as well as I have been battling too many units giving a more chaotic and less interesting to follow and less possible to order around battle scene. I once did a poll, where the reserve system won out as the most popular option. The one about unit stacking was quite unpopular though it was my personal favourite. Reserves helped, but people often talk about the two other methods. Perhaps one of them will be called upon one day.

You are correct, Friars currently stand out at 66% winrate and will thus be continually nerfed until they fall in line.

Thank you for playing and for giving feedback! I hope you'll follow the development of the game as it continues on.

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Thanks for making such a fun game. I just finished a playthough on the largest map with every faction. So i had a few more minor bugs to point out. 

There was one time where I had my knight diagonally positioned on the left to access my castle for recruitment, on the AI's turn they moved to the point diagonally to the right of the castle port, when I accessed the castle, my knight was no longer in the bottom slot, so I couldn't reinforce the knight further, or get the knight to be defended in the castle walls.    

I suspect you're already familiar, but in rare situations sometimes there are issues with the large battles ending. I had a necromancer in a castle who was able to rez skeletons consistently enough that he managed to destroy all of the enemy units, but all of his original units had died, this resulted in the battle being declared a victory, however the knight was dead, and the castle was lost, and the AI lost their knight as well.   In a similar situation I red was battling blue, my original units were dead, some spawns were still alive, and somehow i had some units that were not my race (i dont know how i acquired them during battle), the blue bar for the AI, spread horizontally across the screen farther than its supposed to, but defeat was not called for 5-10 min, my surviving spawned units did not die, and the enemy units seemed to dance, and occasionaly there were attacks and explosions but i don't think they were directed at my summons.  

Minor bug, I had the terrain randomizer on, the neutral border unit was passable diagonally early allowing for an early second castle, I've noticed the AI take advantage of this several times, I think the easiest solution would be to increase the unit area of attack on the border units.  

On my play on the biggest map, actually I expected to lose, the AI had a much more powerful army than me about 3 times as many units and more castles. However it made many mistakes. I noticed after the borders are down the AI stops ever attacking neutral units, it makes sense they are mostly a waste of units at that point. But it also meant they stopped attacking the neutral border units and did not perceive threats there, so they left their rear castles defenseless, further as I attacked those castles one by one, they did not defensively attack me, they focused on attacking me from only one front. Then as I had more and more castles I had more knights, I always have 1-2 per castle, The AI did not do this, mostly having less knights than castles.  It resulted in them not capturing resource points. I regularly controlled resource points in enemy lands for weeks without the AI bothering to capture them.


Regarding the unit stacking, I wonder if it would be reasonable for you to make it and other performance tweaks like max units on the map options that the players can pick in order to eliminate lag or have insane battles as they like.   

Also with the premium edition I had several crashes in a play through, all draw errors, i lost the screenshot.

Btw, my favorite unit is the beholder, do you have the stats for those win rates public somewhere?

(1 edit) (+1)

very good cant wait to see what comes of this game, will purchase when able too! been looking for something to fill that HOMMvoid and this does it in a fresh way end game is very fun keep up the good work!! EDit: i bought it!

hope you'll like it! If you do, come and join us in the Hero's Hour discord channel. There's a lot of strategies to discover

The discord link on this page is not working on my end.

thanks for notifying me, it has now been replaced: https://discord.gg/AHVr5r3PPY

(+1)

Hello,

I just tried out your game - what a great piece of art! I do feel like its a bit 'static' at times. I tend to go for ore quarries and such just so that i can have the adorable looking carts move resources on the map.

Other than that, it has bought me atleast 2 hours of enjoyment as of now.

Anyhow - I had a questin, i'm not really understanding the 'treasure' messages. I just now had a message about a tomb of an old king that was built between a 'harpys nest' and 'the graveyard'. I've found both these structures however there is alot of land between those. I don't see something like a 'dig spot'. I don't assume that i should now proceed to dig each plot - but how can i find the spot where i should dig exactly?

hi there! There's now a button over by your end turn thing where you can read the clue, and a greyed one that says dig for treasure! Once you arrive within 3 tiles (that's 5x5 = 25 tiles), it'll light up!

With the "between X and Y" it's trying to find the structures most linearly opposed, so it might in fact be somewhere on the line between them. There's usually also some third bit of info

Good luck treasure hunting! You'll get the hang of it

And thanks for playing my little game :3

Una maravilla,  sin palabras, se nota la dedicación y cariño puesto por el creador, gracias también a EscocesGamer por mostarnoslo a bastantes personas. Mis dieces al creador.

graciaaas~

si gracias a escoces conocí este gran juego , ya lo compre y le he metido un sin fin de horas , sigan asi 

(1 edit) (+3)

This game is amazing. I downloaded it yesterday and have already played... 24 hours? I can't stop playing it.

so glad to hear! If you want to talk to others who also like it, come join the discord!

Also v084 update out in a bit

(1 edit)

Is it just me or are Hell and Decay pretty... weak? I try to expand as those two factions but only get destroyed by everything that is around me no matter the map size. Am I doing something wrong?


 Oh, and is there any way to switch to another color or is crimson the only playable color at the moment?

Unit balance is a WIP - especially whenever I make changes to mechanics, as that throws a wrench into the machinery.

Right now, just red sorry! I'll add it to the todo-list. I agree a lot :D

Thanks for the response! Even with the balance being a bit wonky at the moment I must say that this is a lovely throwback to some of my favorite games of all time. Thank you for putting it out and I can't wait to see how it comes along!

(+1)

This game is so fun

also for the Newbies.

HOW TO WIN 101:
1. Have a Throwaway hero to scout
2. while you do scouting make a Large army stationed in your castle (I recommend a Castle that has flying units)
3. Put on Razormind by Simon Viklund
4. Raid
5. Enjoy winning

Is it actually possible to win? I played a bunch of games with different factions and no matter what I did or how much I built up my army the enemy was always impossible to defeat.

(1 edit)

Yes, it is possible to win. Smaller maps make it easier. The AI uses auto resolve. You can swithc to using it in the options. After some analysis it turned that auto resolve underestimates the occoured losses. The v83 version is probably going to have a difficulty option that tries to balance this with real battles.

How do you go about doing that?

(+1)

You can change difficulty here:

If you press escape in-game then click options

You can find the auto battle option:

Thank you kindly for the assistance!

If you have anymore questions, join the discord where there is a whole community of kind people.

(+1)

Hey i really enjoyed playing this game, however i have one suggestion. I played one round as the enclave and it seems to me that they are very underpowered as compared to the other factions. I may have been simply using them wrong but i think a health buff to the anacondas might be useful as right now they seem to just get slaughtered. Overall though its a great game and im having a ton of fun.

Deleted 1 year ago
(+1)

thanks!

1) yeah, if at all possible. But it'll be after the campaign, tutorial, balancing, polishing, etc

2) I'm getting this feedback a lot and am working on it. The AI itself is fine - it's the autobattles (that it uses) that aren't. I didn't find out until earlier this week, because before then, only people finding really strong strategies commented, for whatever reason

the game is in constant development week by week, so do come back to see how it evolves. We'd also love to have you in our discord, if that's a thing you use!

Hi I just wanted to make a comment on how much I enjoy this game I have never played this type of game before but am already enjoying it my dad usually buys me games like these I am only 15 they are always a twist and different than the occasional main stream games It makes me want to go find other games that are like this style and genre.

If you like turn-based strategy and don't mind old-school graphics, I can recommend Age of Wonders: Shadow Magic and Disciples II: Dark Prophecy :-)

thanks I will definitely

 check it out

i cant download the game im from south america and i like your game so much its a error im sad :(

(1 edit)

how come you can't download? Itch io? There's an in development build in my discord (development log channel) if that helps. https://discord.gg/AHVr5r3PPY

thx so much

Confusion at the Crucible

I had an opportunity to purchase a group of demons if I could meet their price in resources.  When I first encountered the spot I didn't have the required resources but later on I did.  Once I had the required resources I revisited the spot but had no option to purchase them.  That same turn I had another hero group visit and the second hero did get the option to purchase the group.  If it was on the same turn and no new resources were gained, why could 1 hero purchase the group and the other not?

it's a bug, I'll fix it!

(+1)

Oh, good to know I wasn't going crazy.  Thanks for reinvigorating an old classic game series in novel new ways.

Okay, I was a bit optimistic before. Looking through the code and trying to reproduce the bug, I wasn't able to figure it out. If anything, it might be rare or require some very specific circumstances to occur.

I wonder if it was to do with one hero having mana and the other not? The crucible requires 10 mana to use, after all.

Otherwise, I'm sort of pulling my hair out, trying to figure this out.

Thank you for getting in touch, and if nothing else, I'll be on the lookout for it.

Interesting game for anyone who liked early HOMM.  I like the decision to automate battles -- they became rather repetitive in the originals.  And this game has more depth than first appears.


One main thing troubling me.  When I choose to construct a building, I am seeing no confirmation of purchase.  Sometimes next turn, the building is constructed, sometimes not.  Sometimes when it is not constructed, I can figure out the reason why, sometimes not.  Maybe I am missing something, but it seems to me the interface ought to provide unambiguous feedback showing the a purchase has worked.

thanks!

I'm very interested to hear more about this issue. There is supposed to be a clear change in colour of the building, UI is supposed to change if for instance you've bought the tavern, it changes to that screen (unless you're using mini townscreen bc of resolution), as well as a sound playing. I'm wondering if either of these systems is broken?

I am on a PC, and the city management screen takes up much of my screen, so I doubt that this is mini.

No matter what building I choose, whether it is already built, obviously not ready to build, or an apparently suitable choice, the building gets outlined in a sort of off white.  

could you attach a screenshot of a building which you've tried to purchase but not sure if it has been built?

I am wondering whether I simply misunderstand the rules.
I started a new game, and double clicked on Village Hall, and it built immediately.

Next turn I click on Marketplace, and it says "Can be built" so I try to build it.  I try both clicking and double clicking, nothing happens.

But when I double click Upg Barracks, that builds instantly.

Could it be that "Can be built" is not accurate, that you have to build all of the top row of buildings first?  I am pretty confused as to what is supposed to happen.

(1 edit)

oh, right, of course. It's not. It doesn't correctly take into account town level, I got another report about that. That's something I can fix then - thanks :D

Yeah, I think that that may be the whole problem, then.  I had thought the connected lines between buildings (and the resources) were all that was required.  

This is an amazing game! I actually always wanted to play a 2D grand strategy game with these kinds of semi-automatic battles, but HoMM scratches that itch nicely as well.

(+1)

thanks! I feel the same way. I've been dreaming of playing this exact game since I was a kid playing HoMM - and now I am making it instead hehe

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It looks amazing, i will test the beta if i like it y will buy it and donate. I love Heroes of might and magic and its a good idea the real-time battles. I think you should publish the game on steam. It will be famous. 

thanks a lot m8! It's been blowing up a bit over the weekend, and I don't know if I'm optimistic or terrified to consider the prospect of getting on steam and becoming famous. It was never meant to become this well-known

I hope you'll like it as much as you were hoping :D

My dream game would a Conquest of Elysium fell with crazy hero upgrades, deep background depth, great factions diversity, but with much shorter games.

Would it be the game ?

loving the idea of the game and so loving the combat and cant wait for more from you. i got 2 things to ask for 
is there a way or a plan to make the world map a real time with tactical pause like in the game grand ages medieval it just make the game flow even better at least for me 
and is there any plans to put your game on steam i already see this game way better than a lot of the games there 
i understand a developer vision in things they create and i respect that many times i ask for thing or wish things were done  (my way)but still love time and effort by a dev does create an experience that i end up enjoying 
weather the things i love done or not in the game i wish the best for you and may you grow bigger and bigger till you have your own team and studio 
bless your heart

thanks for your lovely message Besoten!
I guess, thinking it over, the whole turn-based-thing is a holdover from the Heroes of Might and Magic inspiration. This is an interesting idea, though it might require too central a rethinking of the main gameplay loop for it to be viable. Hmm, I'll mull it over.

I'd love to do a release on steam, it's been a dream of mine! Maybe I'll look into it after release of v1. I hear a lot of people saying that recently, so there must be something to it.

I just released a discord server and I'd love for you to come and hang out, if discord's your thing; https://discord.gg/sVZYBmuDqm

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I remember 1998, playing Heroes of Might and Magic III, the best game in the series... The realtime-ness in this new incarnation looks rad! Not just a remake, but brings something new to the table. Hope for the success of this game, Mr Dev. (Is this made in GameMaker?)

it is indeed a GMS game! 

Yeah, it's the same for me, though a couple years later (was 4yo in '98). Ever since then I've been dreaming of a HoMM game where all units moved individually and it's an absolutely amazing thing to now be making my dream come true!

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Is there any possibility that in the future you will release a native version for linux ?.

(+2)

I cannot say for sure! GMS has several export targets, but they're a bit costly, and I'm not sure how difficult porting will be. I'll be noting down here that at least some people want a Linux build :)

Another vote for a Linux build, FWIW.  :)  Saw Nook play it and it looks great!

Looks cool, would love to see it on Linux as well :)

I am told it runs perfectly well through Wine. Apart from that, there will be an Ubuntu release at some point - there's some error that causes it not to compile for Ubuntu, and I might wait until release to figure it out - especially since most Linux players just tell me it works fine with Wine.

I see, thanks for the reply. If you do plan to build it for and support it on Linux be sure to reach out to us at GamingOnLinux :)

It plays for me through wine as setup up by the itch.io app. Do you have any problems?

this game is very hard, now don't get me wrong I love a challenge and will keep trying to win this, but i'm curious, is this game beatable?

it is! Or it should be. Now you're making me wonder if I've messed up something with the AI. So I'm 99% sure it's beatable.

You can change the difficulty by choosing amount of starting resources when creating a new game, up in the top menu.

The game is super! I bought the premium version with pleasure) I will look forward to the next updates!

Are you planning on making a story campaign?

I am, but it won't be for the next couple of weeks. It'll be an after release thing, like a version v1.1. I never was a fan of the campaign in the original games, so I'll have to do some brainstorming how to make it more interesting.

(+2)

Hi Mr. Game dev. I am fairly young and this is the first time experiencing this type of game. I really like your game, and the effort and love shows. I will probably try other games of this type because man your game is genuinely a blast Thank you for putting out a demo I really appreciate it. Thank you for all the fun, you are doing really well. I will check back in the future to see where this goes!

this is the most wonderful thing to read! The game is very heavily inspires by a game I played in my childhood, and it rides on nostalgia, so I was wondering if it could stand on its own. So glad to hear that strategy RPGs are making their way to the next generation <3

I'm having fun playing your game. The only issue I've encountered so far is a crash whenever the AI took my castle. ( I'll see if I can reproduce this in case you need it. ) Also, micromanaging unit spawns gets a little tedious after a while. Maybe add rally points that can auto-add them to a garrison or army?

(+2)

I think I've found the bug relating to claiming towns, and fix will be up sometime today. About micromanaging spawns, that's actually exactly the solution I was planning to do - they spawn with a path to the nearest town, and you can choose to alter that path. I hope I'll also have time to add that today.

Thanks for playing! :)

(1 edit) (+1)(-2)

Published today a game update on indie game sites. Received reviews:

- already 0.8, the game is still unstable and crashes (no bug reports)

- now added tokens for each race and you can select the game of the summoner from the very beginning (not only I call Summoner imba)

- Doesn't make sense. The UI is just badly done. This is not a bug. (another complaint about bad UI, not user friendly?)

- In addition, if in the original "heroes" the battles became boring and monotonous only at the end, when the size of the army, territory and economy exceeded what is possible, convenient, interesting to manage, then this is at the very beginning. There are monotonous fights at the end, and here, monotonous fights at the very beginning. (suggested to the person to turn on auto-fight)

---

Dear Ben, the release of the game is still very far away.

(+3)(-1)

Yeah, I don't think your forum likes the game. The game certainly isn't for everyone, it's a pretty niche experience. I don't mind that. I want to focus on removing glitches and other things that make people who do enjoy the game enjoy the game less.

Now that you're here, can I have your feedback on the difference between free and premium version? Is just half of the factions to start as too little?

Deleted 4 years ago
(+5)(-2)

I've been thankful for people who played my game and have felt bad whenever someone had their enjoyment ruined by a crash or error. I was wondering about monetisation, did a poll on twitter, and followed what people voted for. Sort of. People actually voted mostly for there to be no free version at all, but I couldn't do that.

Even the price is not based on my subjective evaluation of the game, but merely the average payment received so far.

I knew monetisation would be a divisive thing - that's actually why I did it now instead of at launch. If there was a button I could press that gave free access to everyone playing before v07, I'd do so.

False blindness, well, who knows. That's not what this is about. I know my game isn't perfect. It's a small little project that's spun a bit out of control. I'm happy some people like it, but let's say, its design appeals to 2-3% of people. People have tried to spread it around the web, not just you, and most feedback comes back negative. Such as not liking pixel art. Will I then change the game so it doesn't have pixel art? No, the game has pixel art, that's part of what it is.

I'm not trying to spread the game personally. I want the sort of people who might enjoy the game find it by their own whims. If they've played three maps through with the three factions, they might consider going for the premium version. That's the idea. I really really don't want to force this game down people's throats.

People feeling they've been forced to try a bad game? Ugh, that's a terrible thing. There's a lot of better games than mine around. All I want is to have a playable strategy-rpg with pixel-art, real time battles and a procedurally generated world. Not the best strategy game. Just this small little niche thing.

I don't need money. Mail me and I'll give you a key. Goes for anyone else too, tell me why you want a key, I'll figure something out. Profit goes to the artist, my composer and perhaps a license to export my games to different operating systems, though I doubt it'll make close to enough for that.

HootHootOwn, you've come with a lot of feedback and suggestions, and I'm thankful for that, but I'm getting the feeling you're burning yourself out. If this game brings you more negative emotions than positive... Well, I won't tell you what to do. Just take care of yourself, because I care for your mood.

Deleted 4 years ago
(+4)

You're always welcome to come back when you want to. I just got the feeling you didn't want to.

I'm sorry to have affected you so negatively.

(+4)

I’ve been helping the developer by making sure that any bugs and crashes i encounter i can reproduce and then contact the author to send him the save game with instructions how to reproduce the crash.

Every crash i sent was fixed fast and recieved thanks by the authors.

While your criticism are valid (they are your opinion and there is truth to them) you can make your criticism constructive and contribute to make it better.

(+1)(-1)

Betatester for the money. Great idea. Thank you but no. Farewell.

(2 edits) (-1)

0.8 Demo: What's the difference between Premium?

1. Error while generating the map.

2. Any map, Horde ("City" in the settings before the start of the game). Impossible to buy gnomes!

(+1)(-1)

I'm aware of bug #1, but thank you for notifying me of #2. That's pretty interesting and I think I might know why it happens. 

Difference is (or should be, maybe it's broken), how many factions you can choose as your starting faction. Demo should only have access to 3 of the 7. That's basically it

Deleted 4 years ago
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- City -> Horde -> Grade to Kennels and they are no longer available for purchase, at all. Their icon disappears from the store. Scaling 130%

- Arcane Cloister is broken, you pay 1 time 20 mana and buy as many golems for 200 coins as you like. And it should work, 1 golem = 20 mana + 200 coins, right?

- Why don't the enemies run away from you when the auto battle is on? Those. in 100% of cases there will be a fight. Evacuation bridges are not even offered.

- It is not written how much the "Estates" skill brings gold per day and how much will it bring when leveling up? And the amount can be tied to the number of cities and their end!

- The arena, which gives +1 armor or +1 damage, can be visited every week, IMBA. As well as the Arena with the monster (as a treasury). Then, for some reason, you can also leave the army there ?!

- Why is it impossible to unite the pumped and conventional types of troops? They still read through the battle. Just do not show the player that he has only pumped ones, and the second does not. One slot for everyone will be better. And already in the code, register how many of them are, and how many others. (I try to remove all annoying moments from the game)

- I found a funny moment when you instruct 3-4 heroes to go in different directions at once (the screen freezes due to tracking by 3-4 heroes at once and control is lost). Remove tracking of heroes altogether.

- Is there any check at the external dwellings (path to the city), so that they are not surrounded on all sides by impassable rocks. In particular, I mean Shrine Druid.

- Skill Lörning doesn't actually work for Lörgnig Stone. It does not increase experience from the stone. As there was 1000 at any level of pumping, so 1000 remained.

- The question is, will there be (or already exist) somewhere a separate button / icon for the hero "continue the move". For example, on the last turn, I chose where to go (across the entire map), and in order not to point there again (when at the beginning of the turn the screen again switched to my hero), I could press the button and the hero went along the indicated path ?!

- Will there be such a button in the "Hire all creatures" castle? After heroes 3, she is sorely lacking.

(2 edits) (-6)

I liked the auto-fight (can we remove the real fight altogether?). After an auto-fight, I generally don't want to spend 2-3 minutes on a real fight. Real combat distracts from the battle of wits on the strategic map. And so, what problems have I noticed (which greatly interfered with me when playing:

- Very strong enemies that attack at the beginning of the first week! I also have a level 1 castle. And they have already pumped in the 3rd level. It's not fair!

- The Expert Combat skill is very strong, it needs to be fixed. Here is the skill of Diplomacy, in the hands of a computer hero ... Every monster that he attacked joins him. It's not fair!

- Once again, external dwellings are annoying when they have to be driven to the same place from different sides of the map! This is especially annoying when playing in auto-combat mode, where one week is often less than a minute long. And the repetition of the same actions due to the author's deficiencies. (I came up with a blitz solution, let all units from the outer dwellings be immediately added to the army of the strongest hero in the game / computer. This is the most reasonable solution that came to my mind)

- Why does the camera focus on him when moving a hero? And it doesn't let me move on ... And if I have 5 heroes, will I have to wait for everyone's move? Here, either increase the speed by 2-3 times, or activate the hero's auto-movement (in the settings) to the desired point in a second.

- Make the mills like mines, no one will run after them (and be distracted) because of three three trees a week, when the game with the 1x1 auto-fight lasts a total of 5 minutes, and 1x2 10 minutes. Thank.

- When capturing an empty city of computer heroes through auto-battle, the game crashes :)

I really can't figure out if you're making fun with me or not, asking to remove the main mechanic of the game. Maybe what you're really looking for is a different game.

Furthermore,  diplomacy literally does nothing in the hands of an AI player - they always decline. Furthermore, that's not how diplomacy works in this game. You still need to defeat the enemy before diplomacy procs.

Mills are awful, terrible things and are really rare in this game compared to the Heroes games for the very same reason. Sure, they could act like a mine, but their effect is too noisy to be meaningfully kept track of strategically. I'll see if I can figure out some sort of compromise that works better than either option.

External dwellings being annoying is something I have a plan for, but once again, the rate of your feedback far exceeds my rate of implementing features.

Expert combat - someone else mentioned that. I guess I'll nerf it, though I really love the whole idea of having an incredibly powerful hero. I'll need to ask - just how powerful is it? Equally powerful as your army being 15% stronger? More than 15% or less?

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I think you just don't understand the concept of your game, who are you making it for? How long is a beginner willing to spend on average playing your game? - And how long will he have enough patience at the first start? I will answer, 5-10 minutes, no more. What's the easiest way to get a newbie interested? - That's right, give him a taste of victory. If you don't, you will lose a player. This is the first and main rule of the developer. Your game will not be played by hardcore players, they will not play indie games. Only casuals remain. I think you need to focus to keep the player's attention by winning the first 5-10 minutes, otherwise he will leave. And only after the first victory, you can complicate the game by adding new (optional) conditions, saying to the casual - and we still have battles in real time ...

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I disagree with your advice. I lost the first game to a crash and i’m still around. Hardcore gamers will very much play indie games since the strategy genre is very much underserved. It will not have mass appeal but that isn’t the developers goal.

When was the last mayor fantasy themed strategy game like WarCraft, Age of Mythology was released? I particaluarlly enjoy the lack of 3d graphics as it is much more laptop friendly.

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Test 0.8 Beta2

For myself, I would leave the scaling at 175%. Don't look me like that, I bet it's the perfect option for the menu! Look, I even attached a photo.

What problems:

- Pixel font, or anti-aliasing does not work. Maybe it's all due to the fact that it is too small or not correctly selected, I do not know.

- I would increase the font size for the New Game and Load Game buttons by 2-3 times (this is with 175% scaling). In this case, the buttons themselves should not be reduced! We need to play around with the size of the Options menu so that the buttons and menu don't overlap.

- Next, when you click a new game -> another problem, the map selection menu (when zooming). The fact that the menu for selecting a map has increased greatly is very good! But this way I cannot start the game (there is simply no start button!)

- The description of the units when hovering does not show what kind of Lvl they are, and the pumped units have some kind of rubbish instead of descriptions.

- The enemy's turn status bar is located just above the resource panel.

I suggest making 150% scaling the norm and adjusting the whole interface to it. In which case, +/- 25% in both directions (up to 125% or 175%) can be adjusted by the player himself, if he needs it.

The video is attached.

As always, thank you for your input.

As of now, the UI scaling and resolution options are purely for compatibility reasons. I do not believe that most people playing on laptops or normal desktop setups with screens around 1080p - which this game is developed on and for - will need such large scaling. Mind you, the larger the UI scaling, the less information can be on screen and the less of the overworld map can be seen. My goal is for 100-130% to work perfectly and 150% to work though not necessarily be optimal.

Text smoothing eeeh yeah I'll update that. Currently, it only is enabled window size is below 1080p, but really it should be enabled whenever UI scaling is anything but 100% (and I should make UI auto-scale when you first open the game).

Currently the following menus need to be updated for UI scaling to be optimal:

  • Town management screen
  • Load game menu
  • Map selection screen

But that'll have to be for update v09. Prioritization.

I fixed enemy turn progress bar, again thanks.

The pumped units have some kind of rubbish? Excuse me? So confused. 

But yeah, I'll add back the unit level descriptions, though they mean a lot less in v08 than before since each unit has their own power level not just depending on tier.

Lot of stuff to do now.

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As a programmer writing programs for many years, I find scaling 150-175% more convenient for vision and perception of incoming information. Usually, our company creates a test group to solve user experience issues. Release a fully doped 0.8 beta3 with a modified scaling increased to 130-150% by default (at least in the menu) and let people vote what is best for them.

- Found a bug, when loading a game with interface scaling, the mini-map is completely black.

- Plus, at the end of the turn, after this, a crash occurs, a photo with an error is attached below. That turn, three enemy heroes did not share one of my castle :)

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Has this bug been found already? After capturing an enemy city, if you hire a new hero in it. On the screen of the city, everything is fine: it can hire troops, etc. But on the main map - a new hero - the enemy (the color of the defeated player).

hehe, yes, this bug has been found before. It is one of my favourite bugs. Don't give that hero your troops - it will go and attack you once you pass the turn. Betrayal at the tavern! Don't trust everyone you meet!


One line of missing code:



But yeah, it's a bug, it'll be fixed in update v08. Thank you for bringing it to my attention, though - and thank you for helping the development of the game :)

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Found bugs in 0.8 beta

1. Improvement of the city Patriotism should give each new hero +2 morale. But in reality it only gives each hero +1 morale. Even newly hired heroes get +1 morale. (although the same skill Mithril Armor, for example, works fine)

2. Does a hero with the basic Engineering skill have no ballista from the start? - Why not give it to him.

3. Keeping completely stubborn (not working). Even if you load them with 0.8 beta. The video is attached.

4. And that's not to mention the general displacement of creatures in the castle when you can't buy a 7th creature. Now there are a maximum of 6! Only shooting heroes-magicians made me happy ...

hehe,I just need to remind you that  you're playing an unavailable development build.

1) Patriotism should only give +1 morale, I'll update the tooltip.

2) Heroes with engineering get first aid tents, just added that. I'm not sure if they should also get ballista? It's incredibly OP the first couple of weeks. I'll consider it, I guess?

3) I love the glitched effect whenever you load a save from an earlier version. Save files are only compatible for the version they were made in, and that's fine by me, since I'm planning to y'know, actually release a v1 soon, so that won't continue being a problem.

4) For the Identity update, which, mind you, you've got an unavailable development build of, each faction gets a pair of mutually exclusive creatures. So, yeah, just six different units for hire in each castle. This is on purpose. Like a very, very lite version of the HoMM 4 system. Look forward to when v08 is actually released. It'll all make sense... (hopefully)

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But what if we give first aid tents, only to those heroes who specialize in treatment? It would make sense. And take away from engineering, and give out only ballistas. At the last level of pumping, there can be two ballistas (or two tents) at once.

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Since it is now possible to choose a hero's specialization when choosing a map, why not give the heroes an advanced specialization (or bonuses) at the start? - They are masters of their craft. A hero with a ranged skill will have a bow with a +1 bonus to ranged combat. A hero with engineering has a ballista from the start. The magician has a book with one powerful spell. A simple warrior hero can have a reinforced army, or a shield and sword (giving +1 to attack and defense) dressed on the hero. You can think of a lot by expanding the number of specializations and the pool of heroes.

Interesting idea. I like the idea of the human faction specializing in war machines. Ballistae for the might heroes, first aid tents for the magic heroes.

As for the other suggestion, I really like the idea of all heroes starting with equipment fitting their class. For balancing reasons, however, it would need to be all starting with just one artifact giving just +1 to one stat, which kinda limits it. But it could still work.

It's a really good idea, HootHoot. I'm intrigued.

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1. Heroes of the enemy after clearing the dungeon, do not pick up the resources dropped from it. And they just go on as if nothing had happened.

2. When the castle reaches the 3rd level (for people), bonuses are not given. Previously given ...

is there a way to delete of an old save file for some reason when i complete a game it stays in the list of games so i have to finish one match in one sitting 

I'll add in a button to remove a save game from the list. 

I don't really get the problem, though?  Oh, is it because you've opened so many maps it's pushed your current game off-screen? That sucks, m8, sorry! I don't even know of a manual fix apart from deleting your "opt.txt" file in the %appdata%local/HOMM_tiles_mapgen, which will clear all your saves.

There's space for five maps at least, and at least by the next update, it'll be the five last-played games. If everything works as I want it to, you should never have to worry about save slots. Sorry for the temporary inconvenience.

The problem is that the saves from the previous version (I have 0.8 beta and 0.7) do not differ in any way. And when I want to load the save from 0.7 -> the game crashes with an error. It is preferable to be able to delete or block old saves (when updating the game).

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I sent you a list of what I am missing in 0.8 beta.

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it has put my game off too the side but i thought finishing the game would remove it is all when i saw no delete button so when i finished a game it didn't disappear then i started another thinking it was fine but then it just put it off screen. btw this is the only real problem i have with the game otherwise i really love it and cant wait to see what you add :)

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In version 0.8 added delete saved. Enjoy the game. :)

My estimated fellow. It is beyond my ability to put in words the joy I had in my heart the momment I stumbled across this marvelous creation. I just love heroes of might and magic with a passion and that's why I talked about your game in Heroes Community.

That said, I'd like to know whether it would be possible to chat (thorugh personal message, discord, idk.) with you about the future of the game, ideas I have in my mind, etc.

I understand and respect the fact that you prefer to work solo, but I firmly believe I could contribute with ideas, since I played all of the HOMM games and play HotA to this day. 

thanks for your attention.

hello Mr Gandalf. You're very welcome to get in contact with me on twitter or at thingonitsown@gmail.com - I'd love to hear you out

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