In this update8
Full notes
Full Heart Of Muriet update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Store
- UI and audio
- Gameplay
- Balance
Heart Of Muriet changes
- Trainmap
Hey all, The new demo version has also live, which contains many new features and improvements. It would help us a lot if you could give us feedback on the version on Discord. If you don't want to do that, there is a reporting function directly within the game.
https://store.steampowered.com/app/1368160/Heart_Of_Muriet/
Here is a list of changes and improvements for all the people who played earlier demos or play tests.
UI Improvements
The UI has been overhauled, and new icons have been added
A research tree now shows which research options are available for different magic schools and buildings etc.
Improved the strategy selection dialogue. It's going to be replaced with a much better system soon.
Reworked the send dialogue. This way, players can select the squads by themselves. It opens up the squad ranks like "veteran", "elite", and "legendary" (not yet done).
Improved start of the game with a loading screen.
Improved the look of screen fading.
Improved the look of the minimap significantly.
Improved tooltips - more compact and have a lot more useful information.
Battles
New radar system (provides unit information on which enemies/building to attack) for formations and bases.
Big battles now scale a lot better as fewer attack targets get exposed to squads.
Melee units with shields now also have a block chance for melee attacks, not only projectiles.
Attack targets are prioritized by different factors, e.g. if the unit is good against it, it's close or if its a threat.
Buildings
All buildings got a graphics overhaul
Added marketplace building that produces gold/mana to mitigate the problem of mined-out bases.
Added an alchemist building that can convert gold to mana and vice versa. The gold/mana conversion spells have been removed.
Added a "Mill" and a "Well" that improve the output of farms around them. This adds little settlers feeling to the bases.
Added a large farm building that adds more supply, though it's a lot more expensive.
Added a monastery building that currently holds research for all kinds of resistances. There will be new exciting units to train there soon.
Reworked placing buildings; if you click on a build slot, the selected building type and its influence/attack radius get displayed.
Reworked placing buildings: a right-click on the build slot changes the building type, and a double left-click places the selected building.
Rally points added for each recruiting building -> you can assign a different base for each of them (no multiselection of buildings yet).
Defence buildings now increase the visible area around the base.
Guard towers now ring a bell; units will leave their tents faster.
Training buildings can increase the training queue with an upgrade.
Training/construction buildings can have a second parallel training/construction queue.
Bases can now have multiple storages. Workers will use the one closest to deliver their resources.
Building and Guarding plots
Added free moveable guard slots to bases that are not dependent on buildings.
Removed research, storage and portal slots from bases and migrated them to town slots.
Town slots can hold different buildings now, like farms, mills, wells and a lot more.
Defence slots can now hold archer towers, guard towers, portals etc.
New Units
Added a ram unit, which can only attack buildings.
Added a ballista unit, which shoots big projectiles and can kill several units walking in a row.
AI Improvements
Added a budget system for the
Source
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