[Creator News] Hero's Hour Gets a Minor Update! [2]
v2.8.1b - Patch Notes:
Building Planner UI changes
BP now shows buildings in horizontal rows instead of mixed rows and columns
BP now sorts buildings by their requirements more strictly
Updated icons for BP requirements
Updated frames for BP to more clearly show what can and cannot be built
Changed font of BP
Improved BP performance
Readjusted building requirements
Fixes and Changes
Fixed subroutines for drawing the overworld HUD displaying your owned towns that took a lot more performance than was reasonable, significantly slowing down the game the more towns you owned
Fixed a bug leading to the artifact duplication check to stop working after the player had picked up a treasure chest or similar dual-choice resource
Fixed memory leak related to the new upgrade feature, slowing down games as they went on, as well as prolonging save and load times
Optimised performance for large maps by reworking the secter and coastline systems
Terrain now looks more correct when quickly zooming out the game
Fixed a crash when you would quit the game straight from the main menu
Fixed a bug related to expecting more hotseat players than the actual number of players
Fixed a bug related to setting all players to hotseat, then removing a player
Fixed a bug that prevented hidden beasts to respawn on the Gold Beach or Dreamscape terrain
Fixed a bug that in some cases would prevent hidden beasts from respawning
Fixed a bug related to Unit edit mods, making them often crash
Made sure unit edit mods can edit the stats of units whose stats were changed recently
Updated the Mirrored game data unit data edit files
Fixing an exploit allowing the player to make the AI think it's dead though it's very much alive
Changed the Heirloom skill to now only give one artifact when several level-ups are queued at the same time
Chinese translations that were missing are now added
Added a subroutine to clear up unused dead heroes, such as those that were created by a bug in v2.8.0
Extending Blight Ritual specialty unit protection to the second spec unit from Split Branch unit if the hero knows Mastery
Updating Blight Ritual so when it converts units into less power than the original, the lost power is remembered and added to the next Blight Ritual proc. This is a slight buff
Fixing a bug allowing Temple of the Learned to proc several times for the same building
Fixed Cartographer not working
Fixed a rare crash during enemy spellcasting in battle
Taught the AI to not use Shadowcloning and other spells requiring the hero to be alive while the hero is dead
Fixed a bug related to Devastations owned by a recently defeated player
Fixed Aether Forge being able to offer unique spells the hero already knew
Changed the Bloodwarping/Unit_get_elite() targets for neutral Goblins, Elves, Ants, Amphibians and Dragons
Fixed an issue where converting a town would prevent some town bonuses given to visiting heroes from working
Fixed Town Founding leading towns to have too low buildings levels
Fixed a bug related to Devour Enemy, Devour Own and Devour & Digest spells crashing the game when cast on a unit about to die before the spell completed
Fixed a bug that prevented Forest Spirits from being resurrected by the Infirmary despite v2.8 being meant to specifically fix that issue
Fixed a bug that prevented Corpse Eaters and Tarantulas from being resurrected by the Hospital
Fixed a discrepancy in how Soul gain from Decay towns is calculated. Before, non-Decay units counted. Now, non-Undead units count
Added a special case to the Infirmary for Wild, considering Anima a town unit even though one cannot hire Anima in town
Fixed a bug that gave the player a random hero instead of the desired hero in case the map re-rolled during generation because of wrong generation
Changed the UI for people who play with classic skilltrees, swapping the position of the Skillset and Ledger, and giving access to the new Ledger instead of old Ledger
Fixed a bug that made the AI still use the new skillsets even when playing with classic skilltrees, even affecting what skills recruited heroes would start with
Fixed classic skilltree settings showing the wrong descriptions in the tooltip for what requirements various skills would have
Fixing an AI stall bug related to an AI hero trying to defend a town with the Caravan Stables
Fixed a bug that made the screen flash whenever an AI interacted with an adventure map building, even if they did so beneath the Fog of War
Infirmary now works for superupgrades, too (Dragonworm, Loss, Wildren)
Rolled back a bug fix that made the Tavern work inconsistently when switching heroes
Putting in a new fix to the original bug that allowed the player to get tavern heroes with too many skills
Enabling the player to use the Switch Hero feature to switch between rehiring a dead hero, or recruiting a new hero/scout
Fixing a bug that allowed the AI and town conversions to build buildings that were upgrades to other buildings, such as building Centre of Order without Plaza of Order
Fixed the Keep going from giving 1 to giving 3 units with no inbetween
Fixed Entourage working strangely when literally all units are stacked on the single hero that has Entourage
Fixed a bug where skill-based permanent entourages would cut into the entourages from the entourage stat
Fixed the tooltip for the entourage stat not correctly showing the amount of lost entourage unit power
Fixed typo in map description for Demons, Deities, Dragons map
Diplomacy now rounds gold prices to the nearest 50 instead of the nearest 100
Fixed Ring of Bravery crashing when using Battle Speed = Skip
Lieutenant Hall heroes now have more consistent leveling, slightly higher than what a newly hired hero would have
Fixed a bug that allowed you to create demons/undeads that should be unavailable after losing a demonology/necromancy rank
Fixed random outcomes from Smithing not being random enough
Fixed towns without Taverns being unable to re-hire a hero that was killed
Changed the building requirements for unit dwellings to be more linear and expectable
Fixed a bug that prevented the AI from purchasing unit upgrades even though they had built the Upgrade Center
Fixed Father Ocho, Forbidden Tome, Ockra of Loss and Aurora missing starting spells
Fixed units not showing as upgraded in the Building Planner after a unit has been upgraded
Fixed units in Building Planner not showing tooltips
Fixed Lament tavern having higher build reqs than the taverns of other factions
Fixed Torblok, Olane and Seth of Sleep using Militia as starting unit when not playing with the Rogue Realms DLC
Fixed a remaining issue with stump towns sometimes having buildings that are impossible to unlock
Fixed the Development Plan town perk being broken
Fixed map pickups offering unupgraded units despite having upgraded a specific unit
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