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Full Heart Of Muriet update
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What changed
- UI and audio
- Gameplay
- Maps
Heart Of Muriet changes
Hey all, I am back with decent news on Heart Of Muriet. I have been mainly focussing on the map editor to create maps faster. It took a while, but I am pleased with the outcome, as I can build now levels blazing fast. Especially brushes, base layouts, and the undo/redo feature is helping a bunch. As the map editor might not interest all of you, I have also worked on the game and the tutorial to proof that I have not been slacking :P. Solo developing a game can take a while I guess. Thanks again to all the people reporting bugs via ingame bug tool, forums and discord. Especially shout out to @Kenovis, who has single handedly found more than 30 issues and gave extremly helpful feedback on discord. If you always want to stay up to date, please consider joining discord. I post daily development news there.
Here are the changes to the demo which just went live.
Features
Architects can construct additional building plots on bases.
Base UI showing now space available for build plots.
Added build plot construction to message UI.
Currently plots are automatically placed at the base. If the algorithm doesn't find a place, it cancels it and refunds resources.
Farm supply stacks on mill and well support, but only to certain limits.
Added an auto-guarding option that selects the strongest squads on the base.
Squad selection: besides auto-guarding, you can also select a specific squad to guard a position instead of a squad type.
Permanent base bonus is now shown in overhead UI, including tooltips.
Added a shortcut data system with configurable keys. The system is already being used in the game and the Map Editor but does not offer configuration yet.
Added save/load shortcuts to game (Save - F5/Ctrl-S, Load - F9/Ctrl-L).
Camera tilt got added to the game.
Balancing
The Battle of Mount Dinheim -> the outward bases of Vinedur and Magboldir got an additional tower (almost destroyed).
The Battle of Mount Dinheim -> Number of build slots adjusted. Map should be easier overall, especially the optional quests.
The Jivalon Incident -> Map should now be a bit easier as the player has a more starting resources and a few more town slots.
The Jivalon Incident -> Neutral AI enemy on East Jivalon got one squad of knights removed from its defence force.
Seneer Encounter -> Adjusted some build slot positions and added additional town slots for the starting player base.
Seneer Encounter -> removed old quest to trigger a mining bonus as it doesn't exist anymore. I added a quest to research Knight Shield Bash instead.
Improvements
Build slots are now coloured with player colours.
Improved icon buttons and decals for build plots.
Added build plot tooltips and added more info to build plot data.
Mountain bases are working for all biomes.
Added better-looking selection decals.
Improved look of overhead UI for preview buildings.
Removed smoke stacks from preview buildings shown on the build slot before building it.
Added some additional colours to graphics data for build slots and selections.
Send UI added an amount display for the number of squads, so the player doesn't have to count when sending large formations.
improved the overall look and responsiveness of the send squads UI
Removed the "Base trigger bonus feature" from the game as it didn't fit the current design anymore.
Improved the layout of the Base
Source
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