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(+1)

saw a couple of videos about your game on youtube from creators who follow indie games.  I immediately went and downloaded the demo.  I think the game is great I have been a big fan of hero's of might and magic since it came out definitely plan to buy the game when it come's to steam (actually as I type this, I think I'll also buy it now on itch.io).

I really like what you did and from a visual point of view I think having the armies unit moving around the heroes on the map is an absolutely wonderful idea.  It make's looking at the map more enjoyable and is pretty fresh (I have played all the 4x fantasy games I could lay my hands on and I don't think I ever saw it), even though it brings nothing to the gameplay it enhance's the game greatly for me.

I also want to add that as a software engineer myself I am really impressed by anybody who can develop such a project by himself (or mostly by himself).  It is clearly a product of love.  Please continue

(+1)

Super excited to be someone to impress others after so many years of being the one who's impressed with others work! :D

(+1)

Thank you so much for creating this experience.
As somebody who loved HMM3 (even with all its flaws) I saw your game and bought it straight away. 

It is my first time every buying something from itch.io
I am so hyped, I am basically a running advertisement for your game right know :D

Looking forward to see you on steam 

Looking forward to seeing you around too! Maybe one day when I'm less busy we can play hotseat against each other

That would be lovely!
Please take good care and don't let the bug reports get into your dreams ;D 
I will leave a report after 15-20h play time.
I think, beside money, this is the best way to support you and helping with this project! 

(+1)

Do we get a steam key if i buy it here?

(+4)

yeah, the plan is you'll be able to redeem a steam key here on the itch page

Thank you :)

Having issues getting past week 4 day 2, will soft lock on AI's turn. Gave this error code on the 4th time I tried to get past this point.

___________________________________________

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

ERROR in

action number 1

of Draw Event

for object obj_con:

Unable to find instance for object index 103567

at gml_Script_AI_filter_vlist_to_ailist

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

gml_Script_AI_filter_vlist_to_ailist (line -1)

gml_Script_AI_fill_goal_list

gml_Script_do_AIturn

gml_Object_obj_con_Draw_64

Fun times.

(+2)

As a huge fan of Heroes of Might and Magic III, I can see where a lot of inspiration for town designs, resources, magic systems, and army compositions have been derived. It's great that such a beloved game is still getting attention. I love the combat change from tactical turn-based to real-time auto-battler. Keep it up!

(+2)

thank you! This was the game I dreamt of when I was a kid playing Heroes of Might and Magic. Well, I think I imagined it a lot more realistic and gritty, but luckily tastes can change hehe

Having problems with first playthrough. When it's AI turn, i get this error.

___________________________________________

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

ERROR in

action number 1

of Draw Event

for object obj_con:

Unable to find instance for object index 102503

at gml_Script_AI_filter_vlist_to_ailist

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

gml_Script_AI_filter_vlist_to_ailist (line -1)

gml_Script_AI_fill_goal_list

gml_Script_do_AIturn

gml_Object_obj_con_Draw_64

same

Just bought the game today and i love it ! i was wondering if anyone else is having this bug where the enemy turn just won't end ? i'm playing my first game right now and maybe it's because i'm using my laptop because i'm at my parents place for the weekend and i didn't bring my gaming pc.

I've experienced similar issues on sprawling maps. My laptop is higher end. Takes a bit, but I can get past it essentially by closing and reopening the game until it eventually finishes the turn. Not idea by a long shot. Games is fun though, just gotta get passed that sometimes.

haven'T happened since i played on my high end pc, but on my laptop i ended up starting a new game on a smaller map because it would happen every time no matter how often i'd restart the game.

That has mostly been corrected now. Good place to go with these issues is the Discord server. Developer is very active.

Trying to cast raise undead got me this error

ERROR

Crash during the tutorial. On latest patch (1.5.2). I believe I tried to use the Aether Forge when this crash occurred.

___________________________________________

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

ERROR in

action number 1

of Draw Event

for object obj_con:

Push :: Execution Error - Variable Index [22] out of range [22] - -5.mobii(111332,22)

at gml_Script_draw_mob

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

gml_Script_draw_mob (line -1)

gml_Script_draw_arcanespire

gml_Script_draw_sixbuildings

gml_Script_castlescreen

gml_Object_obj_con_Draw_64

(+1)

Really enjoying the game so far, but I have had several crashes on my first playthrough. Has anyone else ran into this?

Have you updated to v 1.5.2? Stability should be pretty good (although not yet perfect) there

I did. Just bought it today. I'll start my second game and report back!

Here is a error report I recieved on my second play through that caused a crash:


___________________________________________

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

ERROR in

action number 1

of Draw Event

for object obj_bcon:

Variable Index [6] out of range [0]

at gml_Script_cast_spell

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

gml_Script_cast_spell (line -1)

gml_Object_obj_bcon_Draw_0

I think it's when I cast animate dead in this save, just an fyi

(+1)

Would be nice to see the exact stats (hp - damage - speed) given by the hero spells, auras and items to the troops in a visible numeric way.
Btw the amount of CTD im having doubled since last patch... and loading times are increasing too... i have an NVME so it should be way faster.

Bug, fog of war not being explored, you can see my second here is actually under the fog of war, my cursor is above them https://imgur.com/a/yaBeNJP

I've been hunting for this bug. Is this caused by loading a new map without returning to main menu?

@ThingOnItsOwn it might a case. I usually play without returning to main menu and it happened few times. Workaround for me for now is to restart game.

(1 edit)

sorry for slow reply. It always occurs when I reload a game. Exiting to the main menu and loading from there fixes it. I wonder if it has something to do with specific gpus, depending on how long it's been an issue for you. I was playing with an intel hd620 igpu. With older builds of your game i never had this issue, but i was using an nvidia dgpu.

I changed the ram handling so the game would get better stability specifically in this update, so yea. It's a test, I might go back

I take it old saves don't work with the new version?  If I start a new game I have no problems but when I load a save the game freezes and I get the following:

___________________________________________

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

ERROR in

action number 1

of Create Event

for object obj_worldgen:

Variable Index [7] out of range [0]

at gml_Script_unit_cost

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

gml_Script_unit_cost (line -1)

gml_Script_army_value

gml_Script_army_value_corrected

gml_Script_M_interactgrid

gml_Script_load_postprocessing

gml_Script_load_game

gml_Object_obj_worldgen_Create_0

Yea, I was never able to retain save file compatibility in v 1.3+. I'll make sure to point this out when I finish the development log

this happens through parallels desktop in a macbook. running window 10.

Hero's Hour 1.3 Beta

___________________________________________

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

ERROR in

action number 1

of Other Event: User Defined 2

for object obj_owmob:

Variable Index [54] out of range [54]

at gml_Script_get_groupname

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

gml_Script_get_groupname (line -1)

gml_Object_obj_owmob_Other_12

gml_Script_spawn_sea_resource (line -1)

gml_Script_M_spreadresources

gml_Object_obj_worldgen_Draw_64

Hi I played demo and it was pretty cool, feels like a fresh alternative to HOMM, only battles are a bit passive, I mean, I feel like only throwing spells can have some practical effect to battle result.

Also, I had some problems with memory usage, well... it grows constantly to infinity, after about hour it grown to ~8GB of RAM! Crashed a few times because of that.

Also, for me, maps bigger than medium were unplayable, turns would take too long, and it feels like specs requirements for example in steam page are very improper.

But other than that, game feels very solid, keep it up!

Thank you a lot for this feedback

I'm currently experimenting with memory usage. There used to be a basically unfixable bug where the game would unexpectedly crash because of garbage collection. Thus I just recently turned garbage collection off and wanted to see the results. My game doesn't go that far up in the memory usage, but this might be system specific, and your feedback certainly lets me know that I still haven't settled on the best solution

I can add that I observed the biggest increase in memory usage after big battles which may not be a suprise, but it could eat like a ~1GB of RAM (btw Im using Win 10 x64), playing on map didn't add a very signifficant increase in memory usage.

(1 edit)

Hi, im having a problem since the last update. The game crash after loading or creating any map or the tutorial and getting something like this. I have win 10 with high end pc

___________________________________________

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

ERROR in

action number 1

of Other Event: User Defined 2

for object obj_castle:

Variable Index [16] out of range [16]

at gml_Object_obj_castle_Other_12

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

gml_Object_obj_castle_Other_12 (line -1)

gml_Script_M_fillregions (line -1)

gml_Object_obj_worldgen_Draw_64

Thank you for notifying me! I forgot to check if the game worked in the translated versions, which it didn't, with exactly the crash you detailed. The v1.1.71 hotfix just uploaded fixes this.

(2 edits) (+1)

Hi, I love this game, but can you build a native linux version? I can help to test it!

Thanks :)

Edit:

For now, here's how to get it run through Steam Proton!

1. Add Hero's Hour.exe as a non-steam game. Steam gets confused by the ' so make sure the target actually says ""/your/game/folders/here/heros-hour/Hero's Hour.exe"

2. Add "--proton" in the launch options

3. In compatibility, enable Proton. I use Proton 6.3-5

Game should work now!

(+1)

Thank you Akselmo! :D

Please add linux version.

The UI scale is useless option. UI looks ugly at anything below 100% scale

The game is crashed on a 6th day when i pressing END TURN
Tried to load saved game but it continue to crash

When i open Hero screen i would like to have some possibility to switch (loop) my heroes like in HMM3

When i zoom game (with mouse wheel) i am confused when the cursor stay the same size. Is it possible to attach cursor scale to the game scale?

Are you planning to make a separated slot in a city for a garnizoned hero? Now it is confuses: the hero is outside the city (positioned quite aside) but it counts as a visiting hero.

IMO would be better if the tower cursor do not appear if the hero selected and pointed on a city.

Units detailed description is nice!

Would like to give more feedbacks later

UI scaling is meant for compatibility of screens smaller than 1920x1080. It's generally most useful at the suggested auto scaling.

If you have a reproducible bug through saving and reloading, please send me the save file so I can fix the bug. Those are the best bug reports and are usually easy to fix.

You can loop heroes with N and B, or use numbers 1-10

(+1)

Really digging this!  Any chance you'll add some battle sounds?  Just feels a little off with the lil' guys going at each other and no clashing metal, roars, or screams in pain (or triumph)..

(+1)

It is actually in the works, although I can't promise anything about it. There's a very high amount of attacks per second, especially in larger battles, so even more important than the sounds themselves is the sound control system that makes sure there's not just constant noise. But the plan is certainly that the battles will sound very differently in the future

Hi ! There is this bug with the 1.1.2. When I play in french, and in any game, when i clic on a obelisk, the game crashes. Thx u

(+2)

Sounds like you need Asterix...

I'll check this out as soon as possible, thanks!

Hi all, just wanted to mention that the current build is v 1.1.2. Version 0 had a bug that did not allow you to re-enter boats once exited. Version 1 fixed this, but introduced problems with save-file compatibility and the tutorial. So now we're at v 1.1.2.

Apologies for any inconvenience.

(+2)

I do not speak English well, so I just added a screenshot with an error, the window with information crawls out of the screen.

thanks! That's very silly and will have to be fixed

Nice game! Keep up good work. Some feedback:

1. I want hotkey to End Turn (it was 'E' in Homm 3)

2. It would be great if unit tooltips on the left appear when you hover over them on battlefield before battle (not only on initiative tracker like now)

3. AI behaviour is very strange - Impossible hero just ran around my hero and city

Overall great game! Looking forward for updates and Steam version.

Thank you!

1. End turn hotkey is Shift+Enter. Since there's no "are you sure you want to end your turn, it had to be a two-key combo.

2. This is a good idea! I'll see if I can do that.

3. AI is a continual work in progress and fluctuates greatly between being clever and very silly. But! Though it was "impossible" for you, the enemy hero might have seen your hero including town defense benefits as challenging and thought there were better things to be done. The AI is better at attacking than at eliminating, which has become very clear when we do AI versus AI maps.

Yea it's more likely that the AI was just being silly :P

Thanks for reply! There is more:

- You can make path in fog of war if you see part of the structure/enemy.

- There is significant shift in difficulty between 'Easy' and 'Normal', idk maybe I'm bad at the game or some units/heroes are much more powerful.

- Maybe add 'Exit to menu' button when you are victorious?

(+1)

yea, the difficulty settings used to only relate to autocombat losses and amount of starting resources. But this wasn't enough, easy was still too difficult. Since v1, easy difficulty has also reduced AI unit growth by 75%, I think it is. So it quite artificially is easy while the later difficulties are all quite fair

Nevermind, still managed to save/load AI, he is still pretty stupid on Normal. Having a blast playing your game!

Hi, i'm from in france and it's impossible for buy this game.

I'm waiting it's coming in steam but after i trying the demo i no want waiting more ;). If there is possibility to buy the game for me please tell me.

hi - I don't know why you wouldn't be able to buy the game, I can promise you plenty of French-people have done so without issue. Can you tell me more about the problem?

It's the billing that doesn't work. The link is impossible to find.
(+1)

I've sent you something on your Discord. Please check there.

Hi there, Great game I just bought it and started playing yesterday.

Few bugs when I press "Start Battle" and the game crashes (has happened twice so far) and I did not save the game.

Also I lost the game once and it came up with a Victory screen (with the graph) and then when I exited that screen it came up with a Defeat screen.

I'll reply to this if I can find any other issues.

Cheers,

James

hey, thanks! I'm quite worried about the crash when you press start battle. Did any error message pop up?

(also, even if you don't save the game, the game still does autosaves every turn)

Also think I'll take a look at the win game code. Maybe it thinks you've won if there's just one player left, whether that is you or the enemy.

Thank you for the feedback, this is how I'll be able to make the game even better!

No worries! It crashed twice again today but not when I pressed "Start Battle" it seems to be just random. No error message or anything.

One thing that would be a good addition is if you lose your base to one of the enemies, you should be able to hire units (maybe a building). I just find it impossible to bounce back after losing my base.

Cheers,


Skirmish Mode: Pressing "Start"

___________________________________________

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

ERROR in

action number 1

of Other Event: User Defined 0

for object obj_bcon:

global variable name 'costcanfield' index (109001) not set before reading it.

at gml_Object_obj_bcon_Other_10

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

gml_Object_obj_bcon_Other_10 (line -1)

gml_Object_obj_bcon_Create_0 (line -1)

(1 edit) (+1)

This is a fantastic game, I'm having a blast playing it! What's the purpose of hiring another hero vs just building up your main hero's army? I can't figure out a way to combine both hero's together. I guess you can cover more ground with two hero's going in opposite directions.

There are two camps when it comes to hero hiring. Personally I feel there are very few times where it makes sense to split your army - so people like me just use number two hero to explore and ferry troops. But I know a lot of people disagree and use two heroes efficiently.

In v 1.1 you could use one hero to conquer land and another to conquer the seas :D

That's what I'm doing, main hero with huge army to conquer and the other hero to grab treasure and resources.

An awesome game with frequent bug fixes and a dev open to feedback. This game has become my go to casual strategy game.

Hi, amazing game :D
Are there any plans to bring this game to steam?

(+2)

There are! Once itch v1 is ready, I'll move on to Steam v1 launch. A lot of preparations are done already.

(+1)

That's amazing :D
Can't wait for a steam release ;)

Also. Do you have any plans in regards to the price of the steam version?

(+1)

For both steam and itch io, v1 release will bring a higher price (probably around 8-10$), but for the week after release, there'll be a sale so you'll still have time to pick it up for the current price

(+1)

Just curious, if I buy it on itch will I get a Steam key?

(+1)

Just purchased the game and eagerly awaiting for a Steam key. Thanks.

(1 edit)

Great game ! It reminds me of old memories ! Very well done, no bug encountered for the moment. I wish you great success for this game (game discovered  in the French magazine "Canard PC", june 2021)

thanks! I ordered a copy of the magazine, can't wait to receive it! And there'll probably be a French translation before release! :D

(1 edit)

hamlets are still bugged. https://imgur.com/a/F5S2bfd

The copse was a required upgrade otherwise it wouldn't be possible to get the tavern or the elves. This makes the hill dwarves a terrible choice, tavern should not be blocked to them.

hi, I guess it's a bit weird of a system, but if you build the dwarves, it will also unlock the tavern. Basically building one dwelling in an exclusive pair will also clear requirements of the other one! You're right, if that weren't the case, it'd suck. I wonder how I can explain the mechanic better tho...

oh ok, I think the way to do it would be either drawing a line from both to the tavern, or by having both not have lines anywhere, maybe positioned next to each other with an OR symbol between. games coming along well, seems more balanced. I did notice some bugs with the digging quests, they can keep going forever while being in the same general location, I had one hero successfully digging every 2 turns for maybe 16 turns in a row until the dig site bugged to a undiggable location.

I played some more and I kinda miss an auto-resolve feature. The battles take a really long time once thousands of units start fighting (which is kinda easy to do playing Wild). Letting the monsters run gives full xp, but doesn't trigger demonology even though there's xp to sacrifice (and yeah fighting would risk losing units even if infirmary +tent brings them back even though losses are unlikely if you have a strong army.)

Even if an auto-resolve ruled somewhat unfavorably in my disfavor I'd still love to have the option to do it if I'm attacking a fort where there's no way I'd lose and to trigger victory skills like diplomacy or demonology when running wouldn't do that. Sure I could fight, but I'd lose a lot of real-world time doing that so I don't really want to.

(+1)

There's an option for only using Auto-combat, but I don't think that's exactly what you mean. I'll consider adding a third option to the "units flee before your army"  that forces autocombat for that fight only

(2 edits) (+1)

No, I mean an actual calulation that skips having to do the fight yourself entirely, even if it was in auto (as that would still require me to sit through the entire fight happening in real time which can easily take 3-4 minutes even if there's literally 1 monster I'm fighting and I don't want to do that if I don't have to). As it is the only work around I found was to put the game to windowed and alt-tab to do something else while the fight is happening. The game slow downs to a crawl when I fight. I have 600 units on the screen and they keep getting replaced when killed with reinforcements. That puts the game at 2-5 FPS easy. Maybe I'd consider it for an important fight, but when I'm attacking a fort with just 20-30 units then I don't need to pay attention and tab out. The game doesn't keep running when I alt-tab out when in fullscreen which was an unpleasant surprise. The game is advertised as being faster than homm, but that's not really the case. The real time fights with end-game armies take longer than fights in turn-based combat would in homm. Maybe it's faster and less brain melting in the early game, but I've managed to get a high-level druid to summon 120 sprites in one fight and it's a slog.

I'm not a game dev, but I don't think this feature would be so hard to implement. Just calculate the numerical strenght of the armies. Inflict predicted losses on all sides. Move on. There, the fight is over. Homm3 has that feature and it even lets you replay a fight if the auto-calc isn't to your liking. It's a great feature.

(2 edits) (+1)

That's what autocombat is tho. It calculates expected losses and skips the battle. Also triggers necromancy etc.

As mentioned, I think I'll make it automatically offer that as an option in the "units flee before your army" window.

(+2)

Huh. I thought it was something completely different. My bad. There was no tooltip or tutorial about this so I didn't get that.

Please implement a setting to speed up movement on the world map. It's really slow right now.

Also please add a button to cycle to units with unspent movement, like an 'n' or something. I beg you. This is badly needed. The UI gets so borked on certain scales. My units hide behind the minimap and I can't use certain regiments unless I hunt them down on the map manually and not through UI.

This is a very promising game, and even the free version is great. I'll definitely buy the full thing once the 1.0 version comes out. At least if some UI improvements are made.

Image

I'm currently reworking UI. I'll add movement speed option to my feature list (others have asked for it too). And the 'N' for next unit and 'M' can be added. Um, I didn't originally implement those sorts of keyboard shortcuts because the game wasn't really meant for big campaigns, but I'll do what I can to support it.

Thanks for the feedback :D

No problem. I am a strategy game afficionado and when you get comfortable with a game to replay it over and over then speed of executing actions is pretty important so that you don't waste time and get to the actual gameplay. The unit problem comes from the fact that I recruit a hero every single week even if I don't need them and use unit chains to pick up resources to not waste movement points. Honestly this game feels like a blend of Homm 3, 4, and 5.

One question: How do you put units in the conscription center? I can take them out, but not put them back in.

(1 edit)

um, I'll have to check if it's bugged, but if it isn't, a slot to drop them into should appear when you're dragging an unit from your army. There actually are several UI elements that work the same - I should probably update all of them to show the empty slot even when you're not dragging a unit

EDIT: The N and M keys will be added in tomorrow's update. Also joined by B which cycles backwards compared to N

(1 edit)

There's no slot to drop them into except the usual to create a new regiment when a hero is next to the town. While no hero is in town I can only see garrison and army. When I switch there's nothing. Only when I get conscripts can I right click them to remove them.

EDIT: Correction, it only borks and doesn't work when the UI scale is too high. Except I need to get the scale below 100% to even see the option to. I normally play on 141% because that's what auto-scale does and it looks the best. Honestly I think the UI doesn't properly scale. If the UI scaling was reworked to work on a standard laptop wide-screen resolution then it would be much better. As it is I had to also reduce the scale so that I could read the message that says I can change the town for 5k gold and 10 wood and ore. If I didn't scale down the UI I would never be able to read this and I had to squint to read the small letters anyway.

um, can you send me a screenshot? Are you somehow playing in 141% scale and without the mini-town screen?

Is there a way to replay the tutorial?

Yeah, a secret one! If you hold shift while pressing new game on the main menu, it'll prompt the tutorial question again :)

(+1)

I really enjoy this game. The developer also reacts fast if there are any problems.

where do I go to report crashes and errors in the game do you have a discord???

I do have a discord, which is linked on the game page and in the main menu of the game. But don't worry! I'm also taking your bug report here :)

Would you happen to know of something special taking place when the crash happened? During combat, perhaps at the end of combat?

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

ERROR in

action number 1

of  Step Event0

for object obj_bcon:

Unable to find instance for object index -4

at gml_Object_obj_bcon_Step_0

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

gml_Object_obj_bcon_Step_0 (line -1)

Is there anywhere the list of things that plan to be done in next updates in the future?

There is no official todo list for the dev.

ok. i just wanted to know which direction this project goes

right now, everything is focused on the v1 release, and I'm trying to restrict myself from adding more features (though sometimes I slip and add stuff like local multiplayer as I did this week). This means focus on bug fixes, balancing, polish and quality of life changes. There's more feature stuff slated for after v1, but I take it one step as a time.

1) As for me, no option over controll the battle accept use magic. It is not obvious for me how can i influe the flow of the battle. I see one option "Order", but i do not understand what it does and seem's like it does not give me enouph possibility to... master the battle.

2) The Graphic is nice but units tiles is too tiny in the battle and some of them hard to distinct. Also don't understand much of what happening during the battle. What the units doing, what features they are using. Looks like a mess i can't put any control.

3) Computer AI need further improves. I hope it is in "to-do list".

Hi Sanuich, responding to both your comments.

1) The order system is pretty flexible and does give a lot of control, especially if you use the option shift and 1-9 keys - but the battle is supposed to be somewhat chaotic and hands-off to some extent.

2) Unit abilities are explained in the tooltips when you mouse over them. Another good way to experiment and get to know them is through the Duels gamemode, where everything is a bit more controlled.

3) AI is currently being improved, and in the next update it will be slightly more sophisticated.

4) There isn't really a list since it's currently a one-man venture. But I can tell you that for the next couple of weeks until v1 release, it's just polish polish polish, building out features already in the game, explaining things better, etc. For v1, there'll be a new faction (already implemented but in balance testing before being released)

1) could you explain what SHIFT + 1-9 does?
2) the information is very basic and sometimes does't give any vision on a mechanic. I don't say it is bad just a bit confusing is it as should be or game is just unfinished.


Wish you earn a lot of money with this project! It is realy interesting and original

This tooltip should appear whenever you give an order. Shift makes the selection area smaller, while the number keys can make you give orders to just specific types of units.

You're right, the descriptions are pretty short. I'll have a think if there's a way to make them more, ahem, intuitive.

Thanks again! :D

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