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Just bought the game because I thought it looked cool. Crashed halfway through the tutorial. I've restarted my computer, restarted the launcher, restarted the game, and it will crash whenever I try to load the tutorial or the autosave from my attempt to play the tutorial the first time.

It appears that I'm able to start a new game, but I'm unable to finish the tutorial. I would really like to finish the tutorial.

(+1)

This is a v 1.5.9 error that prompted me to do a complete save file overhaul. Sorry for the issue as long as it lasted

(+1)

No worries, these things happen over the course of development. Aside from that one issue, I was able to play the game just fine otherwise.

(1 edit)

1.5.9 keep crashing in Windows without any error message. 

The last update 1.5.9 is lot buggier than previous one. It crashed multiple times when loads the battle screen. And items are also bugged. Items with +Call wild beasts and +Summon elementals. It doesn't show skill in hero menu and also do not apply above skills on battlefield, like previous version. Beasts and summons do not spawn. Please fix it. I really like the game and don't want to switch to previous version.

(1 edit)

Tried the free demo. Don't know if this has yet to be pointed out but some parts within the Tutorial stage have inaccessible areas. It reads as having no path, e.g. the one with the bear and lamp as well as some resources surrounded by mountains . 

Aside from that, this game looks to be a promising neat little project, though bugs here and there still as stated by the others already. But it is a work in progress early in design and work stage. 

Edit: Some tool tips seems to be missing as well. Like the upgrades for the town upgrades for the golems and Icy Sculptors to their next tier. Not game breaking but I just thought to put it out there. Also, is there any explanation on where to find the stats of the Ice gen that the Icy Sculptors make to compare them with the stats of the golems to see which is better aside from just guessing? I couldn't find anything like it and Golems seems to be way better stats wise flat. Doesn't help that the Icy Sculptors are not ranged but melee with those measly Hp and unknown stats of body guards, Idk. 

(+2)

I wish that there was a Mac version, I want to play it too!

Hi! will we get non hotseat mutliplayer aswell? wouldn't mind to pay more for that option to be implemented as a dlc for example.

(+5)

Hi there everyone! There's been a lot of buzz here recently and I've been unable to keep up with everything. I'll be going backwards and answering the most important questions. Thank you for your patience; it's been a mad couple of weeks, but of course in the best way possible!

Oh, and welcome to everyone who's new to Hero's Hour game and community. We're glad to have you <3

(+3)

Don't be stressed, you should take a break when you need too. I hope your able to get everything done that you want to.

(+1)

Any plans for a Mac port?

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parallels desktop work, but a Mac port pls

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There are plans but no date yet!

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okay! It'd be great - looks like the sort of game I'd enjoy playing on my laptop.

Deleted 1 year ago

um, no plans for this. I don't even know what this is??

Deleted 1 year ago

Hello Kalolof, I saw a great review about your game and decided to purchase it as it looked mad fun! Since I never played the game I thought to try the tutorial and died while in a fight. After the battle I didn't know what to do since I did not see a way to get the main character back nor could I purchase more troops. So I closed the game. I reopened it and clicked on the 'Tutorial' button to restart the tutorial and the game froze for a second or so and crashed with the following crash log:

___________________________________________
############################################################################################
ERROR in
action number 1
of Create Event
for object obj_worldgen:
Push :: Execution Error - Variable Index [-1] out of range [12] - -5.MOBID(100038,-1)
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_scan_world
gml_Script_load_postprocessing
gml_Script_load_game
gml_Object_obj_worldgen_Create_0

No matter what I did the game constantly crashed whenever I'd try to load up the tutorial. So I attempted to delete the game and re-extracted which led to the same error you see above. I also attempted redownloading the game however the same exact issue happened? So I'm not sure what could be going on? Would you be able to help?

(+1)

I think I could, honestly. Something happened to corrupt your tutorial save - and it's not actually kept in the zip folder, it's kept in C:/users/username/appdata/local/hero_s_hour/saves. If you delete it there, you should be able to return

Though, honestly, the tutorial is OK but not necessary if you're already aware of how the game plays.

Good luck and sorry for the issue!

(+1)

Thank You @ThingOnItsOwn you rock! I'll also make sure to get it on Steam when it comes out. The game is awesome!

Hi! Someone copypasted your project with what I can only assume (I obviously haven't even tried downloading it) is a virus, seeing as I received a Discord Message randomly from a hacked account with them asking to be beta-testers.

https://herosdevs.itch.io/heros-hour

(+1)

Yea, I'm also aware of another similar clone. They seem to both be reported and taken offline.

Update1.5.8 the A.I does NOT use the land paths to get to your base they ONLY take the nearest port to them to get there. This can cost the bot the game and is boring  because they spend a lot of there turns sailing back and forth to your land from the far away ports even if the only thing between u and them is a simple road gate and u are basically touching . THE AI NEEDS TO BE AWARE OF THESE GATES AND PORTALS MORE. while they are sailing around i found it vary easy to take the hometowns of these bots on every difficulty quickly ending the games i was playing iv also noticed the AI has almost no understanding of defence and just buys every upgrade avalable to them in there town in order they appear in the menu xD  they need to be a lot more aware of the simplest ways to reach u and your land such as going trough a land gate by force or using a portal i have had games where weeks go buy and the bot on challenging just sits in his lands doing almost nothing but still spawns huge army's out of nowhere with almost no income or resources please make them better alow them to conqure the lands around them better and make them less of a pirate norscan AI who love the ocean only and fear the land and its landlubber contents because really these pirate AI blow hard and are of no challenge i want an AI thats gonna come knocking down everyhting i just captured and connect his land to mine in an effort to bleed me dry of income not a bot that spawns 5 armys from nothing after a few weeks go by because he was porgramed to lol 

I've also been thinking about the boat problem and my temporary fix was to generate custom maps without ports. It is not perfect and wont solve the other problems you mentioned, but at least the AI wont spend the entire game boating. In my limited experience, the AI also sorted itself out a bit, the game's pacing felt a bit more natural and I even had an AI eliminate another AI.

I totally agree. The AI is quite random in how it approaches the maps. I'll try to improve on this.

Hi. great game, very fun. I'm really looking forward to the release of the game in steam and the addition of the Russian language. I hope you won't have to wait too long


Значок "Проверено сообществом"


I hope the same! Russian is one of the most important languages to get it translated into right now, and by "one of the most", I mean "the most"

how do i update my game version? thank you

It's a bit late so maybe you have solved this already but personally I use the Itch launcher (downloadable from the itch.io front page, the button says "download app") which works like a scaled down Steam and asks if you want to update before launching.

If you feel that you already have way too many launchers I think you have to redownload the updated game, which you can do from your library page on itch.io (via the arrow next to your profile name in the top right corner). There might be a more elegant solution but I'm onestly not that familiar with this site.

thank you for helping people in my absence Kalolof <3

(+1)(-1)

Its a good game but there are many bugs and glitches, I suggest you go into the games code and do some polish. Besides that it’s an amazing game.

I've been spending the last two weeks basically just bug fixing. Now, at v 1.5.9, it's almost stable. But yea, I'll continue until v2 is done to improve stability for certain.

Goodluck on fixing the bugs! Can't wait to see it!

Hey, I can't load my save, here's the crash log : 

ERROR in

action number 1

of Create Event

for object obj_worldgen:

instance_create_depth argument 3 incorrect type (string) expecting a Number (YYGI32)

at gml_Script_load_game

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

gml_Script_load_game (line -1)

gml_Object_obj_worldgen_Create_0


I'm playing on the demo version, on a big map.

Yes, I'm seeing a couple of these save corruption issues. I'll keep an eye out for whatever causes them.

I just started a game with a single player in it just to get a feel for some things I felt I was often skipping when focused on winning. Immediately on start up the game declares me winner and gives me all the victory related achievements (no extra heroes, no magic, the speed run ones etc.) and I don't really think this is intended.

I get that it will always be possible to cheese achievements in games with as customizable setups as this and I don't think that is much of a problem in general, but the game should probably check if there were any defeated opponents before it declares victory.

Getting the any% achievement from a 0 sec game is pretty funny though.

wat o.o

Fantastically fun little game. sunk many hours already into this game. Warning though to any you play without a beastly machine, large maps will crush your machine (beastly or not) when you zoom out. Also, large battles will be mostly okay until a specific spell is cast which bounces around units. the calculations for that bouncing affect are so hard on the PC that I often cannot complete the battles. 500+ units on the field and extreme velocities do not mix well. otherwise, 10/10 game. having an absolute blast and recommend this to anyone who is considering it.

there's currently a Low RAM mode but it's not as stable as it should be. Look forward to this being improved in the coming month

(+1)

Just wanted to say love the game. I already put way too many hours into this. And i only played 3 games.

<3

Occurred after winning a battle for a gate.


___________________________________________

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

ERROR in

action number 1

of Draw Event

for object obj_con:

array_get argument 2 incorrect type (undefined) expecting a Number (YYGI32)

at gml_Script_heroscreen

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

gml_Script_heroscreen (line -1)

gml_Object_obj_con_Draw_64

I'll be looking out for this, but I don't quite know how to approach it tbh

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Lovely game. Having a ton of fun exploring it, and will be following its progress closely!

Amazing game!

Why isn't there a kickstarter campaign for it to further expand the game? I'll donate! :)

There's more than enough money atm, but thank you for your concern! Really, it's time more than money that's a limit.

Just had a 2nd crash fairly late into a game... No error was shown, my pc (and I've just recently got it, so not too shabby) just crashed. Had to restart. Nonetheless, I'll keep on playing (haven't restarted since).

That's probably because you're playing on High RAM mode. You can toggle it off in options, but for some users and some maps, it leads to lower stability.

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I absolutely love the game. Really, really well done. Very ambitious project. I can see myself playing this for a long time. Couple of things: it's frustrating when you start a session and the enemy AI gets hung up on their turn. The "loading bar" with the matching color of the team gets stuck at the first two ticks, it seems. Also I just had my first stack overflow - I tried to bless the Decay "Ultimate" Unit -> Lifebane. The game got noticably slower from there (on the battlefield) and crashed soon after. Again, thanks for making the game and I'd purchase it again.

This was an issue fixed in v 1.5.3 and v 1.5.5. I hope at least.

Also, thank you for the info about the spell cast slowing things down. I wonder what that could be. I'm getting reports of 1 gig of data sometimes being allocated and I have no clue what causes it. I WANT TO KNOW :(

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Is there a way to split units on the reservation panel before the battle starts? Say I have 40 archers and I want to take 20 to put them on the frontline.

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"SHIFT" click splits stacks and "CTRL" click takes one unit of the stack

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thank you for helping out!

No problem dude, its an amazing game and I cant get enough of it! Keep up the great work.

Hey hey! Game keeps crashing straight after startup. Here is the log:


___________________________________________

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

ERROR in

action number 1

of  Step Event0

for object obj_unit:

DoAdd :: Execution Error

at gml_Script_play_actionsound

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

gml_Script_play_actionsound (line -1)

gml_Script_play_actionsound

gml_Script_play_unitsound

gml_Object_obj_unit_Step_0

have you extracted the game correctly from the zip? Or have you maybe removed the exe from its folder?

I thought I had, so I extracted it again and it now works. Thanks!

(+1)

If I buy the game here, will I get a steam key when it releases on steam? I want to support it but I'm scared the updates will happen on steam and I won't have that version

(+2)

The developer stated that he wants to try to get everyone a steam key once it releases there. Click through the development log here a bit. I think he even has written this in one of the recent ones. Otherwise, get on the developer's official discord channel with the rest of us, we are a welcoming bunch and the developer is quite active there.

(+1)

thank you for helping spread the word!!

Loving the game so far, my biggest issue is sometimes a ton of the units in my army just disappear, not from losing them in the fight, they just go poof.  Haven't found a pattern yet, but it has happened 3 times so far.

wat

Do let me know if you can reproduce this with saving/loading or similar. I want to know!

Love this game, great work. Played for a few hours and had some comments/questions.

1. It seems a bit hard.. i lost playing the tutorial, that's never a good sign. (1.5.4)

  1a. I had some crashes and switched to 1.5.7 which hasn't crashed for me yet.

2. I think you are using the old Warcraft I/II RTS style of unit generation where the AI just generates units rather than building them up like the player? From my understanding this means the player has to use a strategy of rushing the enemy because the enemy will keep generating units to attack which wears the player down. I'd prefer a slower approach but it seems like on week 7 the AI always sends down a hero with a doom stack with the rating of "near impossible". 

  2a. If your main army is say 2 "steps" away from your castle, the enemy army can just go around your army and seize it. This is a bit annoying. 

  2b. I'm not sure what the strategy for garrisoning a castle should be.. if i leave a hero there, they don't get experience and then don't seem useful to defend when the AI comes calling.

  2c. Perhaps to change the player experience, you can have the AI prioritize attacking the players armies rather than seizing castles and buildings even though this is suboptimal for the AI it will be far less annoying to the player.

  2d. I had perhaps an odd bug? I had two hero units with armies standing next to my castle, one hero was like level 4 with small number of units, the other hero was level 12 and had a sizeable army (like 3-4x). The enemy AI attacked my weaker hero was engaged and died quickly. Then immediate my other hero had to fight but he had no army at all, just him? So it seems my major army just disappeared.

3. I don't understand the combat "sizing"... I think some guide or explanation in the tutorial is needed. It seems to be some kind of power rating? Like if i fight a trivial enemy, i might only be allowed to field a single unit and the rest in reserves. However, in the "near impossible" fights, I still seem to be forced to put half my army in reserve? if the fight is hopeless, i'm not understanding why i can't field my whole army? Like should i put only high level units in my army so if forced to only field half they are really powerful?

  3a. Maybe some general guidance on fielding armies is needed. I have no idea if i should go for as many units as i can, remove weaker units to field only elite units, etc.

  My current is to somehow make it past week 7.

(1 edit) (+1)

I can give you an answer on 3, straight from the FAQ section on the developer's discord: 

"How does the reserve system work?

You can field X gold value of units at any given time. At the start of combat, you can bring X, and when you've lost half of X, you can bring in half of X as reinforcements. X is 10k gold value as base. On top of this, X is increased by 10% of the gold value of YOUR army and 10% of the gold value of the ENEMY army. So if you both have 15k gold value armies, the reserve limit is 13k (10k + 10% of 30k). This number is SYMMETRICAL for both armies. Finally, Tactics and Oligarchy can increase or decrease this number ASSYMETRICALLY."

That might explain why you can't field more units, even when facing a "near impossible" army. You can counter that as stated with "Tactics". And, of course, your hero's stats determine the stats of your troops if I am not mistaken. So if a Lvl 5 hero faces a Lvl 15 hero with gear, that might be the reason why it is still "near impossible".

Edit: Join the discord, the developer is a cool guy. He tends to respond pretty quickly to your feedback and/or bug reports there.

Error (probably a rounding error) shown here, depicts 130/130 unit value in field, but I am still forced to <SEND BACK TO RESERVES> to return 1 point back. 

for some reason the button can show up if the enemy army got placed with wrong rounding ending up with one too much, you might notice your lineup not changing while the enemy loses a unit

In this instance it removed one of my units taking me to 129

Been playing a lot and enjoying the game could easily see myself putting in hundreds to thousands of hours into it.
a few questions for you though:
1. Is there ever a plan to add a multiplayer mode that is not hotseat before the steam release? I feel like that could make or break the games initial hype.
2. Do you plan to keep making more tribes even after a full release? or just balancing out the existing ones? both?

Really liking the game so far and looking forward to where youe are taking it! 

Some minor requests regarding map generation: Would it be possible to add an option to adjust the amount of water on maps? Secondly, it doesn't seem to be possible to add portal connections when creating node maps. That would be neat too.  It would also be nice if nodes could be defined as being completely walled off, mainly from the sea to say, only allow access via a portal.

I get that you have a lot on the table and that the map generator takes low priority, but just some things that came to mind that would be nice.

there are few bugs: on towns if you buy a 2nd stronghold and you doesnot have any other squad to recruit the town simply shows the screen to select but not let you get out of that screen,

when you close the game it keeps open and sucks ram like hell (2 gb of ram occuped with no reason),

custom maps crash the game,


and in balance, Wild overnumbering ability is to strong (i fighted a wild hero with more units than him, the game also said "easy",he doesnot even casted a spell but he spawned Spirit, one and another again, from their falled units even from the same Spirits)

however good game

this is not a bug, but rather a balancing issue:

In two different maps, when fighting two different factions, I've encountered the same "death wave" of goblins.

A few weeks in (e.g. 6) into the campaign, an enemy hero will have hundreds of goblins, and then they'll either have the ability that boosts damage when an ally dies around them (my penultimate game) or they will have the ability that makes clones of your troops (my very last game).

This results in unbeatable odds where the goblins hit like trucks (the former scenario), or that you will die through an unceasing wave of clones, even if the real goblins themselves died.

The AI seems to privilege this strategy. My latest game was against an Order faction, and they still had hundreds of goblins. I also wonder how they can have so many of them a few weeks in (I assume the AI gets to recruit more troops than the player through inherent bonuses?).

The only real counter I've found is ultimate spells that deal tons of damage on the battlefield, preferably to all enemy and allies (aka all characters on the map), but these spells are rare, even at higher level, and depend on how a hero was skilled/what faction they are.

For what it's worth, I am currently playing the latest patch: 1.5.4. This did not seem to be that much of an issue (although it could just be sheer luck) in my prior games on the prior versions.

I'm loving this game so far! I can't wait for the final version on steam! :D

(+1)

why does the game takes 6.6gb of ram that's quite suspicous 

(+1)

Hey man,


Loving the game so far, the diversity of factions, units, spells, etc. is truly impressive.

The only bug/problem I would like to point out is this : There seems to be a combination of effects/passives that make it so certain types of unit have a 100% chance of being reborn in the first aid tent. It makes it so the AI can't lose. It becomes problematic when the AI also can't win, because we have to make the same battle 6 times per turn, where the AI keeps losing but keeping it's 24 units and retrying. It tries again and again because the battle seems to register as Impossible (for the player), even when the opposing army is very weak, because it has essentially infinite units.

I would suggest that units that don't have time to respawn before the end of a battle don't respawn at all or make it so the odds of respawn can't reach 100%.


Regards

I am having some major issues with the end turn button and the resolution the game runs in. 


I have noticed that on higher resolutions, the graphic for the end turn button doesn't reflect where the end turn button actually is. I have tried change from full screen to windowed but It still aligns it to another area.


I can't get past turn one on any of my games, unfortunately.

I did some further testing on this, it seems that if I load the game on windowed then increase the size it works. but If I increase the size of the window just horizontally after maxing out vertical resolution it throws the button out of sync with the graphic and break it. 

I am using an ultrawide monitor

Full screen just wont work. 

Hey!
I'm having the same issue (also ultra wide monitor). The hitbox is actually on top/right corner of the "clue button". That way we can end our turn! I hope it helps you out  :D

Town convert bug

___________________________________________

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

ERROR in

action number 1

of Draw Event

for object obj_con:

Variable Index [7] out of range [7]

at gml_Script_dobuild

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

gml_Script_dobuild (line -1)

gml_Script_convert_town

gml_Script_castlescreen

gml_Object_obj_con_Draw_64

Tried taking over town and winning game crash

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

ERROR in

action number 1

of Draw Event

for object obj_con:

Variable Index [7] out of range [7]

at gml_Script_dobuild

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

gml_Script_dobuild (line -1)

gml_Script_convert_town

gml_Script_castlescreen

gml_Object_obj_con_Draw_64

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