I see no issue with 16-20 slot armies though. It's not Heroes of Might and Magic, having more unit slots doesn't give you an actual advantage - what matters is the general unit count. I do think that the game would benefit from some kind of advantage to restrict the amount of factions in a given army. Not sure what would do the trick.
it's a long iron barrel with an enchanted stone pellet (same material as gargoyles and golems use) as bullet, using sulphur as gunpowder. The Arcane faction is quite far ahead, technologically - they've even achieved a science of magic!
1. The problem with the dark mini-map (fog of war appears) when loading the save.
2. The enemy army never escapes when turned auto-battle. Why?
3. I really want to see the button to dismiss the hero and the button to dissolve the army (at the Hero). Often you stupidly hire 2-3 heroes at the beginning of the game, just to put together an initial army. And you don't need those heroes at all. They are superfluous, and they cannot be fired in any way.
4. The change of day window is really annoying. Well, I don't want to see him (many times in a row) and so every move. It really works on nerves. It's pixel, unpleasant, and it can't get rid of it. Disgusting, causes a desire to close and remove the game for good. I don't know how you got the idea to create it? And the main question, why?
5. The problem with the Computer, namely the Heroes of the opponent - they are dumb and do not collect resources on the map (even if they are near their castle). The computer doesn't even capture the shaft. He bluntly immediately goes to war, without resources and immediately loses.
6. Balance is a separate story. The same flying Griffins are 100 times more useful than the weaker and slower Wonders from the neighboring castle, hitting with splash. Why not make Imba Castle - Cyclops? There would be at least some benefit from them and they would not have reached the forefront.
7. I don't quite understand the idea of an arena where you fight against your own army? Why!!!
And such incomprehensible ideas (like random weekly artifacts - full) Sanctuary of creatures (hiring 3 where happens - why?)... And so on.
1. Very small and poorly distinguishable font. I repeat this for some time. He's terrible as on the menu itself, especially with a pseudo shadow. So in the game itself, the scale is standard.
2. Problems with scale have not been solved! Step aside > 119% and the settings panel disappears in the game selection menu itself! WTF
When opening the window of the city castle, he completely overlaps the panel with resources.
3. Fullscreen is constantly reset (when the game collapses, or when changing the window to add sound or climb in the browser)
4. Why doesn't the game shut down the sound when you force it down? I don't understand!
5. It is long ago to switch to the 64bit version of the game or to make two versions at once, 32bit and 64bit. Modern Win10 supports 32bit only in emulation mode. Very disappointing when your game slows down.
6. And last, he noticed the problem - when a wandering neutral (wandering army) hero enters the battle, the game flies out with a mistake (if this happens on my way). On the move of the enemy, the move does not end blunt.
7. The counter of the new day, which is shown at each new move, is still very angry. Remove this ugly misunderstanding for good.
8. There is not enough button in the castle - to buy the entire army at once. The buttons are to transfer the entire army from the garrison of the castle, to the Hero. And the buttons are to transfer the entire army of one Hero, the second Hero.
9. Camp (5x5) did not even use - some nonsense. Because of the bug with stray armies, the game became inoperable. Constantly flies out!!! And yes, vagrant armies too strong, very much!!! Straight kapets like... In total
1) Erm, somewhere specific this is a problem? I've been going around fixing the worst issues one by one. Not sure what you're referring to here.
2) Hehe, that's actually on purpose. There's supposed to be a lot more than just that thing - to make the game function well at all scales will take several versions of all UI panels and switching between them at different scales. You found one at 120%. That's also where the mini castle screen activates.
3) I've never heard of this! Thanks for bringing it to my attention - unfortunately it might be an engine problem.
4) When exactly does this happen? It's a bug for sure.
5) Um. This is a bit awkward. There totally is just a setting to make the game run in 64 bit. Not sure how big a difference this will make. I feel it makes the game a bit faster? So that's nice. I guess I'll just be releasing 64 bit versions from now on. It's a bit strange it wasn't just the default setting. Thanks a lot! :D
6) There are some bugs with the new v097 update which I am fixing bit by bit. Just an hour ago, I uploaded v0972. I think this might be solved now.
7) It's angry? What do you mean? You don't like it? It takes too long, or?
8) Thanks for those suggestions!
9) Yeah, I have no idea how often the camps will be useful. They might be a very niche thing. But it was a popular suggestion and I thought I'd give it a chance. Of course, it gives a bad impression with the bugs (which should be fixed now in v0972).
You're meant to be able to take out the first roaming armies around late week 2. They don't really do as much as one would think, only engaging in combat under very specific circumstances - and have limited movement range. Still, I'm looking for feedback to tune that part of the game.
Play it a few hours, really love it so I've buy it, I play on Linux (so on wine in this case), any plan for a Linux Build ? If you want advice, or testing I'll be happy to help.
thanks! I might take you up on that. The engine I am using should be able to export for Ubuntu, and the only thing that's keeping me is that the game is still in very high octane development for just the one platform, and I'll be waiting for after v1 release to look more at other platforms. Also that compiling for Ubuntu rn crashes and it'll take me a while to figure out why.
So I might take you up on that testing offer once I get there :)
May I suggest you, if you really plan to release cross-platform version one day, to release a test version « asap » just for feedback. I'm mostly a Windows user but when I release my first game I remember doing the same thing you did (waiting a solid v1 and then release build for Linux & Mac OS ...even buy a Mac for this purpose...). That's when I received aggressive comments from users of other OS because I wasn't using certain audio or video drivers. I then found myself in a tricky situation where these users were commenting negatively on a game that worked very well, but only on Windows. Bringing unnecessary stress to the bug-fixing post RC phase. Today, this may no more be the case with commercial engines, emulation & more robust cross-platform driver support, but I thought that this experience might be useful to you.
yeah, the mapgen changes seem to have made the likelihood of barred paths increase at least tenfold. I'll have a look and try a fix or two. The unprotected mine is fine - since v095, there's a small chance of that occuring on purpose
I'd like to recommend removing the resource cost on upgrading to a village. I don't really see how why the village upgrade is so costly at this stage, more than the next level, but the high rock/wood cost can completely eliminate the ability to build troops if you can't find enough of these resources, or alternatively eliminate a kingdoms ability to generate wealth, I just beat a game where one of the last AI kingdoms still hadn't gotten a village, meaning they basically had no income the entire game.
Hi! I'm doing like impressions on various indie games and I put online video about you game. I think it's fun and have great potential to have it's own big community. I hope thanks to my vid somebody will check your game! But sadly I'm, very small, but still there are some chances :D
hi hi, thanks for covering my game! I'll be looking forward to hearing your thoughts tomorrow :)
About coverage, I'm always grateful for more eyeballs! Also because I've always loved watching LPs and first looks - and it's fun to see it now be about my work hehe.
About community, you should join our discord! We're almost already a big community :D
Is there a chance for custom map sizes? The biggest available are way too small for me, especially in terms of neutral castles :D Custom layouts would be nice too, although I guess this would be more complicated.
Er, I'll add it to the list of suggestions. It might be easier to do with some reworks that are planned for later in development (to do with other features). Those other features *may* just be the custom layouts you're thinking of
Let's see! No promises! Thanks for playing my game and for your feedback :)
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
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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.
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.
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.
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?
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!
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
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.
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?
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!
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.
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.
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.
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.
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
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?
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.
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.
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.
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.
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
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
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?)
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!
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 :)
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 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.
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1) Diplomacy Lv1 = + 75 fairies
2) Diplomacy can hire gnomes removed from the game!
3) It is necessary to limit the army to 7-8 slots.
Otherwise, the enemy comes to you with 16-20 slots.
hi, can you explain what you mean by #2? What gnomes, and how have they been removed from the game?
I see no issue with 16-20 slot armies though. It's not Heroes of Might and Magic, having more unit slots doesn't give you an actual advantage - what matters is the general unit count. I do think that the game would benefit from some kind of advantage to restrict the amount of factions in a given army. Not sure what would do the trick.
agree! this feature is very fresh, make sence and interesting and it is more important then lazy noob comfort
Remove:
1. Stray heroes (there is no sense from them)
2. The regime of "siege" among the heroes
(let it be a button to reach the location)
3. All (weekly) creatures from external dwellings.
REMOVE THEM!!! Also, do not miss the move
4. Picture of the change of week. Hit it already.
Well, you don't need her. The eyes are only young.
---
Make AI a smarter computer to at least capture mines!!!
My first battle (Hero Elf vs Gargoyles).
___________________________________________
############################################################################################
ERROR in
action number 1
of Draw Event
for object obj_con:
global variable name 'triggertaming' index (105282) not set before reading it.
at gml_Object_obj_con_Draw_64
############################################################################################
gml_Object_obj_con_Draw_64 (line -1)
thanks HootHoot! I'll have a fix for this, another crash bug and an experience point bug up before the end of the day.
It's strange, others have played for hours and hours without a crash. Guess that's how bugs are sometimes.
and again (every battle hero elf summoner)
and Cyclizing the sound of the first move (green) opponent. That's a very unpleasant sound.
yup, that needs a fix too. Welp. Got a good list of bugs to fix when I get home
I figured out the bug! It's related to using auto battle before entering any other battle. Should've guessed ;)
Anyway, fix for this and a couple other bugs going up quite soon, check for v0982
i have to ask... what is the weapon of the gremlins? is like a magic rifle prototype?
it's a long iron barrel with an enchanted stone pellet (same material as gargoyles and golems use) as bullet, using sulphur as gunpowder. The Arcane faction is quite far ahead, technologically - they've even achieved a science of magic!
:0 wow thanks for answer
1. The problem with the dark mini-map (fog of war appears) when loading the save.
2. The enemy army never escapes when turned auto-battle. Why?
3. I really want to see the button to dismiss the hero and the button to dissolve the army (at the Hero). Often you stupidly hire 2-3 heroes at the beginning of the game, just to put together an initial army. And you don't need those heroes at all. They are superfluous, and they cannot be fired in any way.
4. The change of day window is really annoying. Well, I don't want to see him (many times in a row) and so every move. It really works on nerves. It's pixel, unpleasant, and it can't get rid of it. Disgusting, causes a desire to close and remove the game for good. I don't know how you got the idea to create it? And the main question, why?
5. The problem with the Computer, namely the Heroes of the opponent - they are dumb and do not collect resources on the map (even if they are near their castle). The computer doesn't even capture the shaft. He bluntly immediately goes to war, without resources and immediately loses.
6. Balance is a separate story. The same flying Griffins are 100 times more useful than the weaker and slower Wonders from the neighboring castle, hitting with splash. Why not make Imba Castle - Cyclops? There would be at least some benefit from them and they would not have reached the forefront.
7. I don't quite understand the idea of an arena where you fight against your own army? Why!!!
And such incomprehensible ideas (like random weekly artifacts - full) Sanctuary of creatures (hiring 3 where happens - why?)... And so on.
Let's talk about problems.
1. Very small and poorly distinguishable font. I repeat this for some time. He's terrible as on the menu itself, especially with a pseudo shadow. So in the game itself, the scale is standard.
2. Problems with scale have not been solved! Step aside > 119% and the settings panel disappears in the game selection menu itself! WTF
When opening the window of the city castle, he completely overlaps the panel with resources.
3. Fullscreen is constantly reset (when the game collapses, or when changing the window to add sound or climb in the browser)
4. Why doesn't the game shut down the sound when you force it down? I don't understand!
5. It is long ago to switch to the 64bit version of the game or to make two versions at once, 32bit and 64bit. Modern Win10 supports 32bit only in emulation mode. Very disappointing when your game slows down.
6. And last, he noticed the problem - when a wandering neutral (wandering army) hero enters the battle, the game flies out with a mistake (if this happens on my way). On the move of the enemy, the move does not end blunt.
7. The counter of the new day, which is shown at each new move, is still very angry. Remove this ugly misunderstanding for good.
8. There is not enough button in the castle - to buy the entire army at once. The buttons are to transfer the entire army from the garrison of the castle, to the Hero. And the buttons are to transfer the entire army of one Hero, the second Hero.
9. Camp (5x5) did not even use - some nonsense. Because of the bug with stray armies, the game became inoperable. Constantly flies out!!! And yes, vagrant armies too strong, very much!!! Straight kapets like... In total
Hi HootHoot, glad to see you're still around! :)
1) Erm, somewhere specific this is a problem? I've been going around fixing the worst issues one by one. Not sure what you're referring to here.
2) Hehe, that's actually on purpose. There's supposed to be a lot more than just that thing - to make the game function well at all scales will take several versions of all UI panels and switching between them at different scales. You found one at 120%. That's also where the mini castle screen activates.
3) I've never heard of this! Thanks for bringing it to my attention - unfortunately it might be an engine problem.
4) When exactly does this happen? It's a bug for sure.
5) Um. This is a bit awkward. There totally is just a setting to make the game run in 64 bit. Not sure how big a difference this will make. I feel it makes the game a bit faster? So that's nice. I guess I'll just be releasing 64 bit versions from now on. It's a bit strange it wasn't just the default setting. Thanks a lot! :D
6) There are some bugs with the new v097 update which I am fixing bit by bit. Just an hour ago, I uploaded v0972. I think this might be solved now.
7) It's angry? What do you mean? You don't like it? It takes too long, or?
8) Thanks for those suggestions!
9) Yeah, I have no idea how often the camps will be useful. They might be a very niche thing. But it was a popular suggestion and I thought I'd give it a chance. Of course, it gives a bad impression with the bugs (which should be fixed now in v0972).
You're meant to be able to take out the first roaming armies around late week 2. They don't really do as much as one would think, only engaging in combat under very specific circumstances - and have limited movement range. Still, I'm looking for feedback to tune that part of the game.
Thanks for your feedback :D
Me gusto mucho tu juego saludos desde argentina.
gracias desde Dinamarca!
Play it a few hours, really love it so I've buy it,
I play on Linux (so on wine in this case), any plan for a Linux Build ?
If you want advice, or testing I'll be happy to help.
thanks! I might take you up on that. The engine I am using should be able to export for Ubuntu, and the only thing that's keeping me is that the game is still in very high octane development for just the one platform, and I'll be waiting for after v1 release to look more at other platforms. Also that compiling for Ubuntu rn crashes and it'll take me a while to figure out why.
So I might take you up on that testing offer once I get there :)
I've just update my profile to add my email, don't hesitate to contact me when you'll be porting on Linux :)
May I suggest you, if you really plan to release cross-platform version one day, to release a test version « asap » just for feedback.
I'm mostly a Windows user but when I release my first game I remember doing the same thing you did (waiting a solid v1 and then release build for Linux & Mac OS ...even buy a Mac for this purpose...). That's when I received aggressive comments from users of other OS because I wasn't using certain audio or video drivers. I then found myself in a tricky situation where these users were commenting negatively on a game that worked very well, but only on Windows. Bringing unnecessary stress to the bug-fixing post RC phase.
Today, this may no more be the case with commercial engines, emulation & more robust cross-platform driver support, but I thought that this experience might be useful to you.
trapped spawn bug https://imgur.com/a/bIgjef9
second image shows a resource without defense, not sure if this is supposed to happen.
yeah, the mapgen changes seem to have made the likelihood of barred paths increase at least tenfold. I'll have a look and try a fix or two. The unprotected mine is fine - since v095, there's a small chance of that occuring on purpose
I'd like to recommend removing the resource cost on upgrading to a village. I don't really see how why the village upgrade is so costly at this stage, more than the next level, but the high rock/wood cost can completely eliminate the ability to build troops if you can't find enough of these resources, or alternatively eliminate a kingdoms ability to generate wealth, I just beat a game where one of the last AI kingdoms still hadn't gotten a village, meaning they basically had no income the entire game.
Hi! I'm doing like impressions on various indie games and I put online video about you game. I think it's fun and have great potential to have it's own big community. I hope thanks to my vid somebody will check your game! But sadly I'm, very small, but still there are some chances :D
hi hi, thanks for covering my game! I'll be looking forward to hearing your thoughts tomorrow :)
About coverage, I'm always grateful for more eyeballs! Also because I've always loved watching LPs and first looks - and it's fun to see it now be about my work hehe.
About community, you should join our discord! We're almost already a big community :D
I will do! My GF is fan of HoMM series and she had fun watching this game too so probably she will test it by herself :)
Is there a chance for custom map sizes? The biggest available are way too small for me, especially in terms of neutral castles :D Custom layouts would be nice too, although I guess this would be more complicated.
really? Too small?
Er, I'll add it to the list of suggestions. It might be easier to do with some reworks that are planned for later in development (to do with other features). Those other features *may* just be the custom layouts you're thinking of
Let's see! No promises! Thanks for playing my game and for your feedback :)
i really enjoy this game, is so addictive, could someone give me some tips for the patience map please?
sorry for the bad english im colombian :p
there's a lot of ways to play the game
on big maps, being aggressive early is good! Don't let the IA settle everything!
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.
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.
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?
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
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
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
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!
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.
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?
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.
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.
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 :(
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!
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.
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.
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
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
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!
Is there any possibility that in the future you will release a native version for linux ?.
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.